I’m having a major issue. I’m trying to bake my scene, but I’m encountering artifacts in a specific area. It looks like I have UV overlaps, but that’s not the case. I’ve correctly unwrapped my UVs, and my mesh only has one UV to ensure proper mapping. I even generated the lightmap UVs in Unity with large padding, but that didn’t solve the issue. When I tried baking without the spiral stair, the result was correct, so I’m not sure why the stair is causing problems with the GI baking.
These looks like texel validity artifacts (happens when rays hit exposed backfaces). Please see chapter 15 of our troubleshooting guide for how to deal with it Lightmapping Troubleshooting Guide
In you documentation in 15.2.3 Enable the Double-Sided Global Illumination material property i dont see any double sided GI in my material i’m in URP https://gyazo.com/8e27db1dd02a700a74104e18c6ca9b51
EDIT ! I used a custom shader that renderer in double sided, i switch to lit standard in that fix my issue thanks !
As far as I remember, in URP’s default shaders, the Double Sided GI flag is controlled internally based on what “Render Face” option you have set. Render Face = Both means Double Sided GI is enabled.