[SOLVED] Baked Lighting No Shadows

Hey,
I have never really tinkered with the lighting system before but with a current project we need to bake the lighting for performance reasons. My issue is that after setting everything as suggested and baking, there are no shadows.
I have one error which is “Mesh doesnt have albedo UVs. Please Create Them in your modelling package”.
I dont know whether it is related.

All of the Saloon child Meshes are Static as well as the terrain being Static by default.

My Saloon Import Settings:

Directional Light Settings:

Lighting Window Settings:

Realtime Lighting:

Baked Lighting:

Is your model unwrapped at all? It needs UV coordinates (as the error suggests).

Nope, I kept that in mind but was unsure as realtime lighting works fine. ahhhhhhh.
MID TYPE EDIT:
It bakes the lighting into textures which is why it needs to be unwrapped.
Silly, silly me.

I will contact my artist and get back to you.

Exactly :slight_smile: Let your artist fix that and lightmapping should work just fine.

Thanks, we did a quick test and it works great. He now has to unwrap a couple hundred objects :stuck_out_tongue:

Well… lesson learned, I guess?! :stuck_out_tongue:

Still kinda bother me though, since in the import setting “Generate lightmap uv” are checked, which mean lightmap uv should be created automatically

Hm, Documentation says “Unity can unwrap your mesh for you to generate lightmap UVs. Just use the Generate Lightmap UVs setting in Mesh Import Settings”.

Maybe it’s a bug then?

No, I believe there is a difference between unwrapping and lightmap uvs.

As I managed to experience in perfect situation there are 2 UV channels which artist make for every asset. The first is for materials and second for the light. There is an option to swap lightmap UV when you want to use material UV for the lightmap. The Autogeneration of lightmap UV is lacking as it makes islands based on face angles so a round object often has dumb jagged lightmaps.

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