Using PBR Textures with Baked Lights Question

Hello. We have made PBR textures for all of our assets and that look right when we use real time lights. When we switch to baked lights and do a bake, we lose the look we were getting from the Metallic and Rough map as well as it appears that the normal map isn’t working. We built the assets in Maya LT and used Substance Painter to create all the textures. We haven’t added any reflection probes yet because we are watching performance.

Is it possible to bake lights and still have objects appear to have a gloss or roughness to them? Mixed lighting seems to work, but isn’t that the same as just keeping a realtime light on in the scene and you lose the performance benefits of baking lighting?

Any help or suggestions anyone could provide would be greatly appreciated.

Also we are using the Unity standard shader.

Here are images showing the difference between realtime lights and baked lights with a baked light probe. You can see that all the normal data is lost and there is no metallic/roughness showing. We are using the Metallic/Roughness PBR workflow for this.


Try to set the Directional Mode in the light mapping window to “Directional Secular”.
Else unity wont backe the data necessary for the shader to know where light was coming from that is needed for the secular highlights.

I apologize for the delay in responding. I didn’t see an email notification of receiving a response. Thank you very much. I will try that.