Uneven baked emission from mesh onto surrounding objects

I am having issues with emission from an object that I use for a corner neon light. There is no emissive color map assigned. When I bake on HDRP at 15 texels per unit and 1024 lightmap size on a small test room, the emission does not map evenly over surrounding objects:

I tried on a normal cube to make sure it wasn’t something wrong with the custom wall import.

what would cause these to not create consistent lighting across the length of the object?

After posting I realized the uv maybe messed up on the actual light source, which was the case. After generating new uvs, the problem was fixed. (you can actually see the stretching in the pic I posted)

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