Legacy Shaders Lightmapped, nearly invisible shadows

I use Unity Basic, and need some shadows at my level geometry. That`s Beast Lightmapper out… So i made my lightmaps in Blender. A combination of baked ambient occlusion and baked shadow… Back in Unity i applied the Legacy Shaders Lightmapped Bumped Diffuse shader. And there is nearly no effect. Even with just the pure black n white shadow image i just get a very small darkening effect when i take into account that black should be completely dark.

I have two lights in the scene, both directional lights. The one is at strength 0.5, the second is at strength 0.3. And the ambient light is at 160. So the scene is not overlit. Changing the texture type to lightmap made it even worse.

Why is the lightmap effect so small? And what can i do to make it a bit stronger?

Ambient light at 160 seems a little high. What happens if you turn that down? The legacy lightmap shaders are affected by dynamic lighting in ways that the new Beast lightmaps aren’t. I suggest you try adjusting the dynamic lights and also experimenting with some light layer culling.

However, if you can output HDR lightmaps from Blender it might be worth manually setting up the lightmaps to work with the new system. Check out the docs for more info on this.

Beast with direct shadows and ambient occlusion works in Free so unless your lightmap includes global illumination you don’t have to do it in Blender.

As for your problem have you set your lights to ignore the lightmapped geometry?

Thanks folks :slight_smile:

Besides that everything becomes darker? Nothing. Same nearly invisible lightmapping, no matter how i tweak the lights. Even when they are off. Everything is fine, except the lightmapping effect is simply too weak.

I cannot turn off all lighting anyways. I have not only the naked levelgeometry in the level. But also lots of other geometry like the player character. And this needs to be lit too. The ambient light goes from 0 to 255. So 160 is not this much really. And the two directional lights are needed to light those other things. I don`t want a flat lighting only.

I already tried it. And there is no shadow when baking. Just ambient occlusion. How would i need to setup the baking to get shadows?

EDIT, gah, i have overlooked this feature. All i need to do is to let my light cast shadow. I get a warning that the realtime shadow is Pro only, but the baking includes the shadow. Okay, im to 90% back to Unitys lightmapping then i guess. Many thanks. This saves me lots of work :slight_smile: