Hi, there is a very weird behavior of Mixed points lights in my scene. I have only 6 mixed point lights and they are all identical. Lighting mode set to Shadowmask. And after baking lightmaps some of these point light behave like normal (realtime direct and baked indirect), but some of light behaving like baked. They do not emit realtime direct light at all.
When I change a position of these bugged lights and bake them again, sometimes they starting to behave like normal Mixed lights. I have no idea why they acting like this.
I’m getting closer to the solution. For example, I have hexagon-shaped room, 6 Mixed Point Lights for each corner. If I set all of them to “Intensity 0.5, Range 10” only 4 of them behaving like normal Mixed Lights, other 2 behaving like Baked Lights. But if I set range to 5, each of them begins to behave properly.
Looks like Mixed lights should be far apart from each other. But there must be some option to change this range or something similar.
I recorded a short video again =)
And I also updated Unity to 5.6.2f1
UPDATE:
Looks like the problem is related to “Shadow Mask” or “Distance Shadow Mask” modes only. Or if I turn off “Cast Shadows” on all Point Light, they start behaving normally (Realtime Direct light and Baked Indirect).
But I really need baked shadows in my scene. because making realtime shadows from 10+ Point light on all objects is pretty expensive.