Im having an issue where once I bake the lighting data in my scene, the shadows on this light fixture look horrible. What I don’t understand about it, is that they look perfect before hand.
At first I thought it could be a lightmap UV problem, but disabling Generate lightmap UVs (Unity auto uv) doesn’t change the shadowing at all. I have tried disabling ao in the lighting settings and rebaking, as well as changing many other parameters. Also, changing the shadows from hard to soft does not make a difference either.
Im using a cookie with the light as well, but removing the cookie does not fix the issue either.
This just looks like realtime VS baked shadows to me. The shadows look more crisp before baking because they are realtime shadows, calculated using shadowmapping, which incurs a performance penalty. If you actually intend to use realtime shadows here, simply mark the light as realtime in the inspector.
You should be able to verify this by moving the light around the scene. If I am right, you should see the shadow moving in realtime before baking, but become completely static after baking.
I’ll assume that you do actually intend to bake the lighting. In that case, you are at mercy of the inherent limitations of lightmaps. Lightmaps are just textures applied to objects in the scene, and have a limited amount of texel space. The less area the lightmapped surface occupies in the lightmap, the more blurry and washed out the shadows are going to look. The main thing you can do to improve this is thus to allocate more space in the lightmap for the object. That can be done by:
- Increasing your global Lightmap Resolution in the lighting window
- You might have to increase the Max Lightmap size as well
- Increasing the Scale in Lightmap property of individual MeshRenderers via the inspector (in this case, you would want to increase the scale of the roof above the light)
Fiddling around with Filtering might also help, since filtering and denoising can sometimes additionally blur shadows.
Let me know if I missed something about your setup here, hope this helps 
Thanks for the reply, and I appreciate the info, cranking up sampling values and increasing the light map size helped a bit, but Im still experiencing weird shadow artifacts elsewhere. This occurs whether I generate my own lightmaps, or if I let unity do it.
This is a hotel room, with the room and the bathroom being separate meshes, and I did a lightmap pack into the second uv channel of each, seen here (just for the room in this image)
Can anyone help me I am stumped