I have a big dungeon with 600+ torch point lights. Dungeon consists of 30+ rooms, each room has 5-15 torches. Im using hdrp since urp makes impossible to tune lighting as i want (Im a professional photographer in the past, so urp is not an option for me). All environment is static, except moving parts, player and monsters. My strategy was to use combo of shadowmasks+mixed point lights+manually scripted update shadows OnDemand. BUT after baking lighting with Bakery (standart baking by unity takes 3-5 hrs on rtx 3080 to bake whole dungeon, so i didnt even tried) my torches with shadowmask size even at 1 resolution tells that it is bigger than shadowmask resolution map. So question is: is it possible to use shadowmask for such amount of mixed point lights? Any other better approach? Right now I set all lights to realtime, and turning on shadows only on closer ones that in front of player.
First thing to have in mind with shadowmasks is that the shadowmask map can only store up to 4 shadows (1 per color channel), so if you have more than 4 of those lights affect an object, the other ones won’t bake the shadow.
I am unsure about the resolution issue with Bakery.
If the goal is to save performances, a solution could be to use cached shadowmaps so the light will only have to render shadows for the dynamic objects. This comes at the cost of more memory usage though.
I’m on High Definition RP 14.0.11
I tried to generate lighting using Unity’s standart tool:
I received this error after baking the scene with 10 Point Lights. (Im afraid it will be impossible to handle 500 point lights)
And even if I set to required EVERYTHING is black (only realtime mode is working)
Here is my HDRenderPipelineAsset:
Do these objects stay black even with shadows disabled on this light ? It is quite surprising to see the light influence on the ground but not on the character and chests.
It is a default limitation of shadow atlas. To make it work for all light sources you need manually update shadow atlas by adding and caching new visible light sources and removing not visible
https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@17.0/api/UnityEngine.Rendering.HighDefinition.HDCachedShadowManager.html


