Hi everyone !
We’re getting very different colors on a scene after baking lightmaps. Any idea on how to solve this?
We’re 3 weeks away from shipping and are super excited about our game, so it’s really annoying to run into such issues. Some notes of context and a few screenshots follow.
Thanks in advance !
The issue is most prevalent on this one scene. We noticed small differences in other scenes, but never of such magnitude
This happens specifically on a Mac. The colors don’t change when we bake the lightmaps on a PC
Baking lightmaps on the PC and importing them on the Mac does not fix the issue
Unity 3.5.0f5
It’s actually an iOS project. Lightmaps on the iOS devices look pretty much the same as they do on the Mac
Ok, so after baking on PC the lightmaps look as expected but when either baking on Mac or updating from a PC bake the lightmaps look different on the Mac? Here’s the first few things I’d check…
Are the meshes secondary UVs getting unwrapped the same on both platforms? Although it’s usually pretty obvious when they’re not, with really low resolution lightmaps sometimes it’s hard to tell. This probably isn’t the issue though since you say that baking the lightmaps on Mac still produces the problem.
How low is the texel resolution on some of these meshes for the secondary UV? If it’s too low then this can cause a mesh’s secondary UVs to be mapped to only a few pixels on the lightmap which could cause the results you’re seeing in the foreground here. Turn on the lightmap resolution preview and make sure each mesh has enough texel density.
For iOS the lightmaps get compressed into PVRTC which can change the colors slightly. What happens if you turn off compression for the lightmaps?
It’s hard to see the lightmap settings in your screenshot, but it looks like you have the skylight intensity set to 1.1. That’s pretty high. and if you are also using ambient light from the render settings then this can cause a scene to look washed out.