Hello! I’ve been struggling far too long with Realtime Global Illumination and wanted to help others with my experience.
I’ve been building a low poly game, mostly with primitives (cubes, cylinders etc), and realtime global illumination was just rubbish. Artifacts were everywhere, light was leaking wherever it could and the light levels on adjacent meshes were different and badly calculated. I have spent a lot of time looking it up and that’s what I found:
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Realtime OR Baked. Never use them together, they kill performance.
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Realtime likes big, combined meshes. It doesn’t like lot’s of small meshes. I learned this the hard way and THIS was a miracle to help: Unity Asset Store - The Best Assets for Game Making . I combined the level’s parts into big meshes and Realtime GI works wonders now.
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Intersect meshes, do not perfectly align them. If they are aligned face-to-face, the light will still leak
Hope it helps a bit. It sure helped me.