Real time lighting with LODs

Hi all.

I seem to be having a problem with LOD’s and real time lighting. No matter what I try I can never match lighting with LOD’s to my baked higher LOD.

To put it in perspective, I am baking LOD0 as static and as per reading on other posts, the other LOD’s should use light probes to catch the the GI. However I am finding in my internal scenes (which have quite a few lighting sources) that I cannot match the lighting between the LOD0 (high) to the lower LODs (LOD1, LOD2 etc) no matter how I place the light probes., There is always a jumping in lighting, especially on smaller meshes.

Is there something I am missing here?

Or should items in real time lighting never be set to static and use only light probes?

If I read stuff right, I think Unity only bakes lighting of your highest LOD, subsequent LOD’s being lit real time. Could be wrong though.

No. Lower LODs do get baked lightmaps. Direct lighting for all LOD levels are always computed the same way. But indirect light is fetched from the lightprobes for the lower LODs at bake time, it will not use the probes at runtime.

So I am using this correctly. For a realtime GI - use light probes for LOD’s. However you cannot match the lighting, there is always a change in lighting as it swaps model if they are set to lightmap static.

Did you try the 5.3 beta? In 5.3 the intensity of light probes match the lightmaps…

Yeah I last tried beta release 6 and there is still a change in lighting between LOD0 and LOD 1.

Gif example

2376622--161597--LOD_Example.gif