How to fix low resolution lightmaps in Unity

I’m currently testing how baked lightmaps work with models which I made in blender. After building lightmaps I noticed that they are really pixelated in some areas. Then I was trying to figure out which part of lightmap i causing this effect. It seems that it’s Indirect Resolution, because when i turned it down as low as possible, pixelated parts completely disappear.

The problem is that form what I saw in other projects Indirect Resolution is much lower than Baked Resolution so I don’t know why in my project it looks like this. I also tried to crank up Indirect Resolution but results weren’t satisfying.

These lightmaps might seem fine to you but you can clearly see darker areas that look like “splash” and don’t match resolution of the rest. One thing worth noticing is that although I set atlas size to 4096 unity stores lightmaps at 3 2048px lightmaps.

There are screenshots of how lighting works with two different setups:

This is setup that i used for lightmap in first screenshot:

First screenshot:


This is example of low res part in screen above:


Second screenshot (the only change is Indirect Resolution changed to 20):

Untick compressed.

You are right, they look really good now, but space taken by them is significantly bigger. Is there any way to get result between this two solutions (lower quality, but not as bad as compressed lightmap and less space taken)?

Lower baked resolution so less maps are produced.

Ok, thanks I guess that’s the best solution.

In other situations to fix banding you can check HDR mode on the camera.

A baked resolution closer to the default (20) will keep the sizes lower.