Hi,
I want to adjust lights in my scene that have been previously baked (GI) .
If I “clear baked data” I can see the realtime lighting again, and then adjust my lights.
But what if I doesn’t want to lose the previously baked lightmaps ?
In other words how to display realtime lighting (and not the baked one) in scene view without loosing the last bake ?
Thanks
I know I’m necroing this hard, but in the lighting panel, where the ‘Generate Lighting’ button is — it’s also a dropdown that will let you ‘Clear Baked Data.’
Hello there,
you can check the “Auto”-Checkbox in the Lighting Options (next to the Build Button). This way changes to static geomitry will trigger a rebuild of the lightmap. I played with that feature a little and it seems that Unity can identify the changes and doesn’t rebuild the whole lightmap. However I can not asure that. Just try.
If your changes don’t apply to the scene, use the trick provided by ‘Eudaimonium’.
Check out this link below, it has a example project with resplacement shader in editor. It can switch the realtime lighting in scene view even your scene has been fully lightmap baked.
Note: You need to edit the “LightingOnly” shader.
add “nolightmap” in the first SubShader Line#15, such as this:
#pragma surface surf Lambert addshadow nolightmap

