It’s an outdoor scene. It was nicely light. I was messing around with changing sky boxes. I didn’t like how dark it looked so I changed it all back to the default sky box. I’m not sure exactly what happen but now areas that used to have a lot of nice ambient lighting went pretty dark.
just a guess, if the ambience was baked, you may just have invalidated it and need to rebake, if not, you could still try rebaking (will probably take a little eternity), or sometimes it ‘fixes’ itself when saving/reopening the scene.
Hmm… Under Lighting->Scene, it looks like baking had been set to auto. I unchecked auto, told it to clear out any cache, then clicked on the bake button. Not sure if anything is happening or not. Here is what my lighting inspector panel looks like. One thing I have noticed is that down at the very bottom in the status bar, it always shows something like 7/11 Light Transport and then some number about Jobs. Is this actually the baking progress indicator? Even before I turned auto off, I seen various numbers being displayed down there.
sometimes it breaks, other times it just takes ‘forever’ or ‘a little eternity’. I’m also still trying to figure out good values in terms of baking time ↔ quality. If you want to see results a little faster with lesser quality, you can try decreasing the baking resolution and/or choosing the default-low resolution preset in the general GI panel.
I can see that you’re using default settings and you have relatively a large scene. I don’t know your hardware setup so as @Flavelius suggested, you may want to dial down the settings. Especially when working iteratively, you may want to use low values for baked resolution (e.g. 15) and realtime resolution (0.5). Also which version of Unity are you using?
And even though both realtime GI and baked GI are enabled by default, one of the GI modes should be enough but that’s based on your use case. You may want to check this tutorial about realtime GI where tips about optimization are shared: Precomputed Realtime GI (Global Illumination) - Unity Learn
Also, Unity now offers new mixed light modes in 5.6, besides the manual you can also read some posts here: goo.gl/1pBipW (provides a compact version of manual)
Here is my home computer.
Intel Core I7-7700K
Asus Strix GForce GTX 1080
Asus Strix 7270E Gaming motherboard
32 gigs of memory
Two of you guys have mentioned that I have a large scene. Being rather new to Unity and level development, I’m not exactly sure what constitutes a large scene. Is it because I have a full 500x500 outdoor setting where there is not much occlusion going on? A lot of open space for the camera to try and render?
For now I have turned off Baked GI. Just using Precompiled Realtime GI now. I did set the realtime resolution to .5 as you suggested. If you don’t mind. Can you give me a brief explanation on what realtime resolution is? I kind of have an idea but want to make no assumptions.
Thanks for the heads up on the 5.6 changes and article. I read through it yesterday. It was somewhat difficult for me to get a full grasp of it my first time though, I will probably go back and read through it again today.
Just a lot of large models you want to lightmap. Lightmapping (Baked GI) is only really for low performance hardware like mobile, or to make a game that people on old PC’s can play, including WebGL. The upside is nice bounced lighting, but the downside is that it can take hours for a final bake and can have visual artifacts.
You will notice very few commercial games ever lightmapped a medium/large terrain. They mostly jumped from vertex lighting to realtime shadows. Baking a terrain with enough resolution to show tree shadows is a waste of time.
If you’re making a desktop game, you can disable Precomputed/Baked and just use realtime light/shadows. Precomputed GI allows you to get baked-quality indirect lighting while having realtime lights/shadows. There are some new mixed mode options in 5.6, too.