Problem: Light leaks in the Lightmap after setting texture quality to lower resolution quality.
Wanted: Abitility to modify texture quality and lightmap quality separately, so leakings like that do not happen. Ideally, I wanted only “common” textures to be affected by the Texture Quality Setting and not Lightmap textures.
Edit: Found out this is a mipmap “problem”. So the fix easier than I thought, just disable lightmap’s texture mipmap generation, but everytime lighting is baked again settings are lost and set to default.
Edit2: Changed title from “Feature request” to “Feedback”
What you’re doing is setting your texture resulution to 1/8th, but by disabling mip-maps you make 1/8th unavailable (since that drop down in Quality Settings, all that it does is load lower-res mips, but still has everything in memory).
Why do you even want to use 1/8th texture resolution in the first place?
I initially wasn’t sure if that box was configuring mipmaps because I thought I had disabled it for those textures. I know what mipmaps are. I just disabled mipmap generation as a work around to show where the “issue” comes from. The “issue” is: heavy light leak.
Texture Quality setting applies to all textures including lightmap textures, and I think, for a quality-of-life improvement, Unity could have a separated texture setting box for lightmaps, so it would be a lot easier to deal with such inconvenient problem without having to do it with some hack scripts.
Anyway this is more of a feedback rather than an actual feature request. I know what causes those light leaks but someone someday is gonna have a problem with that.