URP Light Bake Issue

I have a very simple scene containing a single room, a door one end and a window the other end. The sun is shining towards the building into the window at the far end of this view.

This is what it looks like before I start the bake:

During “bake” calculations, the bake starts to look pretty good:

…but then as soon as the bake is finalized, I get this gradient banding. Why is that? Is it a bug, my settings perhaps, or what is going on here???

My single directional light settings:
5336307--538191--upload_2020-1-4_12-42-2.png

Some of the lighting tab’s settings:

I should also note that I tried with progressive CPU and also GPU, various settings, but it makes no difference. During the bake calculations, the scene looks nicer, and nicer and nicer, then almost “perfect”. But then the bake gets finalized and this weird gradient banding shows up that totally ruin bake.

Unity 2019.3.0f3 with URP 7.1.7
GTX 1080Ti with driver version 441.20
Windows 10 version 1903

Disable Lightmap Compression

1 Like

Thanks, that seem to have done the trick!

I assume you use android platform. Just use better texture compression format - ASTC or ETC2. ETC is very old and had very bad quality.

1 Like

Hmmm yes that was the case also

I’ve now switched off lightmap compression, as well as switch texture compression override to ETC2

It’s about texture quality and your lightmap resolution. If your object vertices counts is high then try to divide it to pieces or just use better lightmap size.