Shadows with baked lighting

Hello, I have a scene with a couple of area lights to light the scene and a probe group to light my real-time objects. That’s working except I’m not getting any shadows. The static objects in my scene have shadows, so I expected the probes would add the shadows for the real-time items.

Am I missing a step, or does it not work that way?

This is expected. Fully baked lights will not cast any realtime shadows. You would have to use mixed lights to achieve that. Keep in mind that mixed area lights are only available in HDRP.

Light probes capture baked direct/indirect lighting information as spherical harmonics. They will not contribute to realtime shadow casting - only to dynamic object shading.

You could try setting up blob shadows using projectors, but that will only act as a very rough approximation.

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Thanks for the details, makes sense.

Is there a way I can use lights, possibly spotlights to cast shadows but not have them cast light? I tried adding a directional light and some spotlights (not at the same time) which gave me the real time shadows I want, but they add extra glare I don’t want. I tried using culling the layers the floor objects are on, but then of course I didn’t get any shadows, so it seems like it would be great if I could setup a light that calculates and applies the shadows, but doesn’t apply any new light.

This use case seems a little strange to me. Shadows, conceptually, are the absense of light. If there is no light, there is no shadow. Could you elaborate on this unwanted glare you are getting?

I’m referring to needing to have shadows from the baked lights when I have dynamic objects like characters or props. If I add a directional light in order to get shadows, then I also get additional light, which is too much when added to the baked lighting.