Hi,
I’m having a problem with baking the light in a scene, I setup the scene to how I think it’s going to look then when its baked the result it very dark.
I’ve attached pictures of before and after the bake and the light and global settings.
This issue could be related to many things. Are you using legacy shaders for your object? Have you upgraded from 5.4, or have you created the scene in 5.5 from scratch? How about the results in editor? Do you see a different output in the editor than iOS? And even though it’s not very important, I also see that you’re using a gray color for your directional light. Have you tried maybe to make it brighter?
Please provide more information about your scene so we can evaluate it correctly. Thanks!
I’m using Unity 5 standard shader.
I’ve upgraded through all the 5.5.xx.
This is a scene created from scratch as I was having this problem in my project.
I’m building for iOS but this is in the editor.
I changed the build setting to PC and Mac, set the ambient colour to white and the directional light colour to white, below is the before and after screen shots, and the shader settings.
Still a big difference in the directional lights intensity, washing out the point lights before light mapping making it hard to set the lighting correctly.
I thought what I’d see before light mapping is what I’d get after light mapping?
Well, then it’s definitely related to your lighting settings. It’s not expected to see the same result after building the lighting. What you see before you build the light is just a rough lighting. When you bake the lights, global illumination (bounce lighting) is applied, therefore it is expected to have a different result. Please check the documentation pages for more information about GI concepts.
However, as far as I understand, you get a different visual output when you switch from Windows/Mac to iOS in build settings, even in the editor? And in your first post, the first two images you shared are the results from editor, right? If this is the case, then there is obviously something wrong. Can you maybe check your color space and rendering path settings? Since we currently have known issues with gamma mode, can you ensure that you’re in Linear color space?
This should not be necessary, but as a last resort, you can try to clear your GI Cache from Preferences. If this does not help, please let me know and we’ll investigate it more.
I think it’s now fair to say that the lightmapper is rendering the output as intended I hope this resolves your issue. Feel free to ask if you encounter other issues.
Yes, the results with linear colour space are very good, but I’ll keep an eye on Unity fixing the problem with gamma mode as I believe older mobile devices don’t use linear colour space.