Light baking causes shadows to blur

Hi guys i`m having problem with light mapping in unity 5 version 5.3.3. As i have tried every possible solution but shadows after baking (you can see Attachments) becomes blurry and light or too dark and sharp. My scene is realistic so i want realistic baked shadows (not too dark not too bright or smudgy). I have attached screenshots of my baking results. Rendering path is set to deferred and shaders i am using is Standard with Normal maps and jpeg format for textures.

For light i am using Directional light with mixed baking (have tried baked too) and soft shadows (have tried hard shadows too) with very high resolution.

And for baking i am using ambient source as color pre computed realtime GI (real time resolution is 1) and Baked GI both (resolution 50) Final Gather ON , General GI directional.

Why is the shadows getting blurred or too dark and without taking proper object shape, some advice or solution on setting will be greatly appreciated. I want the shadows if not exact (please check last attachment) but close to that.

Thanks in advance





Are you baking with quality settings set to the highest level?

If you are asking about Project Settings > quality > is set to fantastic and if you asking my bake settings (see attachment).
I have set Baked resolution avg 50 and up to 80. but the shadow remains the same, it consumes more time the higher the resolution.

Not sure if it helps, but I came across this Light baking tip a while back (site is in Japanese though, just use Google translate on it). From what I understand, blurry shadow appears on objects that were scaled non-uniformly in the editor. Are any of your objects stretched in the scene, in particular the road?

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This really should be moved to the lighting section… For the love of god, don’t bake with final gather, it’s just too painful to wait for and IMO doesn’t add any noticeable differences unless you’re going for hyper realistic quality. The blur, is probably the resolution, bear in mind baked shadows are going to be softer as well anyway and thereby more realistic.

Sorry for delayed reply i think it all depends on the Baked GI > baked resolution more the resolution the better the quality,
but it leads to more and heavy sized lightmaps. Also every single object in my scene is creating its own lightmap like if are 8 trees so 8 lightmaps and every single building or any object with its individual lightmaps. This is increasing my game size.
So is there any solution for these multiple lightmaps can i some how decrease the number for baked lightmaps.
thanks again for the reply guys

Since lightmaps are basically image files, maybe try to modify them using sharpen filter in GIMP or photoshop after baking?