as I need to optimize my game, I would like to Bake a lightmap. However the baking process get me horrible results, which I am not able to resolve myself
This is what my scene looks before the bake
This is how it looks after the bake
Here are my bake settings:
Here is my directional light:
HereÄs the settings for the left stone
Right Stone:
Things to mention:
The trees are not lit at all
The right stone is black
The left stone is missing its Normal map and is blurry overall
first off, uncheck auto, it will just overide your bakes and cause trouble. make sure all your objects you want to light are static.
secondly, i work with soft shadows for a cleaner shadow distribution.
third, switch your ambient source to colour and play with the colours.
go to every object and check/uncheck cast & recieve shadows on/off for the shadows you want to see or don’t want to see.
remove direct light .
in player settings, look for a setting that has GLES2.0 and remove it, GLES3.0 should bake your normal maps.
atlas size, set it to 4068 (4k).
finally, in lightmap static, increase the amount to the maximum.
if your models are missing UV maps, go to your modeling software, create uv map or uv unwraps and reimport them into unity.
and if all else fails, add a second light, do not check static, change the light and objects to a different layer and set the light to realtime and rebake with the light and objects hidden, once bake is finished, uhnide light and objects but make sure to set the culling mask to the needed layer and disable the layer in the cull mask for the other light