Hello everyone, first time poster here, I’d like some help from the community with a problem I’ve been pulling my hair out with for days now,
… as you can see, the shadows seem to become pure black when I enable baked GI. I’ve tried different modes of lighting - baked, mixed, realtime, 2 lights with one being realtime non static and one being baked static, but they all end up looking more or less like this.
Here’s a link to a public Google Drive file that has the entire project (it’s a simple test project) in it in case anyone would like it: https://drive.google.com/open?id=0B0WZV1fNiRnwb2lvRldReS1IX0k
Please help? Is there something super obvious I may be missing, like ambient light color or something?
So I’ve been Googling this problem all night… prospects aren’t looking good, turns out lightmapping in Unity 5.x is EXTREMELY broken, downright unusable actually… I’m not very skilled yet - I don’t even know how to write shaders yet, I don’t know how to do anything with external lightmaps, and yet I’m actually hoping to release soon so this is all kind of disheartening.
For anyone out there reading this who has the same problem as me - don’t worry, I’m looking into some hacky workarounds that’ll give a decent “grounded” look. I read somewhere that switching to Deferred Legacy rendering in the player options fixes shadow issues, but brings other problems like over exposed overlapping lighting and other stuff, but I’ll see if I can get anything decent by playing around with the values and doing some weird stuff like having 2 directional lights.
And for anyone that’s not on mobile or any other performance restricted platform, the “solution” to the problem is actually quite easy - in the Lighting window, under Environment Lighting, set “Ambient GI” to realtime, and check Precomputed Realtime GI. Not feasable for mobile though, be warned.
Anyway, I’ll update with results soon…
Your looking at a shadow from a realtime light with 100% shadow strength. The light is not baked. That is what it is supposed to look like. If you’re not using realtime GI, try to decrease the shadow strength.
Hey Jamsers,
I took a look at your project and - as already pointed out by TTTTTa, your light sources are set realtime. In addition, you have the same directional light in your project twice.
The easy fix for your scene is to delete one of them, and set the remaining one to Mixed. This way, static objects will be baked, but your character will cast a dynamic shadow onto the scene. You have to adjust the Strength in the light so that it looks coherent with the baked shadows.
Another way of doing this is to keep two lights around, one baked and one dynamic. In order to distinguish which light source should affect what part of the scene, you can assign objects into Layers. Each light source has a Culling Mask which determines the objects the light will influence. For instance, you could put both the ground and the character into one layer which will be affected by the dynamic light, and everything else in a second layer which will get baked.
I’ve attached a screenshot of the look I got with one Mixed mode light.
Cheers