Hi, Not sure if I’m doing something wrong here. But I’m getting different results on non static Objects when baking lights between Enlighten and the progressive lightmapper.
The sphere is non static. In Progressive bake it looks like the ambient skybox reflection replaces all light calculation. The sphere is using Default-Diffuse. But the same occurs on Default Standard.
In Enlighten you have the “Stationary Lighting Mode” set to “Shadowmask” and for the Progressive Lightmapper it’s at “Baked Indirect”. Unfortunately not all the lighting modes are properly supported in the Progressive Lightmapper just yet. Please mark your lights as “Static” (not “Stationary”) until then.
So only static/baked lighting is applied if using progressive lightmapper right now?
This seems to be the case for me. The only time dynamic objects receive any light is when the Directional light is set to dynamic. What I’ve got now is:
Create 2 Directional lights. Create 2 Layers (Static, Dynamic)
Mark dynamic and static objects under the “Dynamic” and “Static” layers
Assign culling mask to each Light type.
Bake
I’ve attached a simple test project. If anyone can light the sphere using 1 directional light with baked lighting on the cube and plane (no dynamic shadows). You have won.
Thanks for the heads up. Not sure if I totally understand you but you can illuminate the dynamic sphere in your scene using light probes. Maybe that’s what you are looking for? You can use light probe group to use baked lighting on your dynamic object and in addition to that, you can apply dynamic lighting. This will end up creating double exposure for your object though, and it will look brighter than baked objects. That’s why mixed lighting modes are required however it’s currently not supported. I’m attaching the modified version of your scene, hope that’s what you were looking for?