How to properly use baked lights with Lightmapper?

I have a point light, which mode is set to “Baked”.

Once I bake with Lightmapper (GPU) light’s intensity is doubled - their own contribution + lightmaps.

Should I disable these lights at this point and keep them for futher adjustments?

Once it’s baked I can’t change their intensity.

I need to clear baked data so light intensity can be adjusted again.

So what’s the proper workflow here?

Anyone? I understand that this is a advanced technology of the ancient, but I assume any one used baked lights in unity before, right? Any hints appreciatd.

Are we looking at a corner on the image, or a flat plane? It’s a bit difficult to tell.

Either way, baking light will often make the scene brighter. Without baking, you only get direct illumination, which only accounts for a fraction of the light you would observe in reality. After baking, you also capture the result of light bouncing around the scene - global illumination.

Once it’s baked I can’t change their intensity.

That’s expected. For a baked light, intensity is just an input the baking process. If you want to change the intensity, you need to re-bake, as the resulting lightmaps and probes will be different.

Once I bake with Lightmapper (GPU) light’s intensity is doubled - their own contribution + lightmaps.

You shouldn’t be getting realtime and baked lighting at the same time unless you are using mixed mode lights (Unity - Manual: Light Mode: Mixed). Try moving the light after baking - if nothing changes visually when doing so, the light is fully baked with no realtime component.

It sounds to me like you want to use realtime lights to preview how the lights will look after baking? This isn’t possible. We are working on a tool to allow something like this, but it isn’t released yet https://portal.productboard.com/unity/1-unity-platform-rendering-visual-effects/c/1831-realtime-preview-of-baked-gi-in-editor-using-path-tracing. For now, the way you iterate on baked lighting is rebake multiple times.

Follow red circle :wink:

Anyway @Pema-Malling thanks for concise explanation.

One item remains unclear to me - if I have a mixed mode lights, after the bake, should I disable them, to avoid double intensity?

I also undestand that by playing with light layers I can setup mixed lights so they they contribute to specular response, at runtime, correct?

if I have a mixed mode lights, after the bake, should I disable them, to avoid double intensity?

No. Mixed lights don’t have their direct contribution baked into lightmaps, only the indirect part. There should be no double contribution after baking.

I also undestand that by playing with light layers I can setup mixed lights so they they contribute to specular response, at runtime, correct?

Sure, a mixed light is basically a regular realtime light, but which also contributes indirect lighting to lightmaps.