Currently I’m trying out different lighting settings of Unity and I’m a little bit confused about lightmap resolution, which is visible when using for example UV charts. Before I thought that each object has just its own lightmap of size that i chose in baked GI settings(atlas size), but it seems that isn’t how it works. I tried also changing scale in lightmap of some objects(in object section of lighting window), but it got me even more confused because lightmap resolution shown in UV charts haven’t changed. So first question is: what is actually lightmap resolution, what it does and how to change it? The other thing is baked resolution and atlas size?(I don’t think I understand them correctly)
The “Lightmap resolution” you see in UV charts, is controller by the “Realtime resolution” parameter. So to change it, change the number of Realtime resolution.
Baked resolution is the resolution of the baked lightmaps when you are using baked lighting, which should be higher than the realtime resolution. The lightmaps are creating by taking your lightmap UVs, applying a scale (as per the “Scale in lightmap” parameter) and the putting them all together (in an “Atlas”). If the lightmapper can’t fit all the UVs in an Atlas of the size you set, it creates another image (atlas).