Hybrid Renderer V2 - Light baking not working?

Hi,

I am currently running into the issue of my scene losing it’s baked lightmaps as soon as I close the subscene that contains the models and it’s converted. I setup an example project with the old HDRP sample scene to see if upgrading the project version to 2020.3.11f1 would help. However the same problem seems to persist (see image 1 & 2).


Image 1: When the subscene is closed, the lighting changes and the lighting window indicates it has no directional lightmaps stored.


Image 2: When the subscene is open, the lighting seems to be correct and the lighting window indicates it has 1 directional lightmap stored.

The changelog of the hybrid renderer (0.11.0) however indicates it should be working with baking lightmaps. Does someone know if I’m doing something wrong or if it’s still not possible?

Me peanut brain,
Me not enable hybrid renderer v2,
Me sit on hybrid renderer v1 in sample project,
light work now.

3 Likes

Did you mean enable hybrid renderer v2 from player settings? (ENABLE_HYBRID_RENDERER_V2)

I did that, also converted most of my renderers to entities but the lightmaps are gone.

Edit: I think the cause is loading multiple scenes. My level is made out of 4 scenes. The lightmaps on this level are broken. I also have one more level which is only one scene. The lightmaps work on that one

I currently have it working where multiple subscenes are able to bake lighting while open and the baked data is persistent when closed now. Not sure if the problem you are speaking about is with 2 different scenes or 2 different subscenes. However I’m not sure how it would work with 2 different additive loaded scenes.

I am talking about scenes. I am not yet very familiar with subscenes. I guess ill have to check them now. Thanks for letting me know subscenes work

Do you have this project somewhere on GitHub, I’d love to take a look…

I am curious about something and stumbled upon your post.
What you tried is creating a scene, baking the lighting, and then adding conversion components that switch your regular MeshRedender/MeshFilter components into ECS components to take advantage of HybridRendering. Am I right or missing something…

Does this give you a performance boost when rendering that way through HybridRendering?