What is the relationship among the max size, occupied texel and the number of lightmaps?

Hello, I’m using Unity 2021 and working on a build-in 3D project.
I have a simple scene, baked 3 times with different settings on the “max size of lightmap”, and got the following light maps for the same scene with the same contents,
Three 256x256 lightmaps
Three 512x512 lightmaps
Two 1024x1025 lightmaps

I’m wondering why either three 512 or three 1024? I thought it could be three 256, or one 512 or one 1024.
And please see the screenshot, what is the relationship among size, occupied texel and number of lightmaps?

Thank you

8827450--1201846--lightmaps.png

Lightmapper will try to unwrap all objects into non-repeating flat surface representation. Like papercraft. Then it’ll stuff it into textures.

In your case, it looks like it might be trying to reduce memory usage. As 3 256x256 textures are smaller than 2 512x512 which are smaller than 2 1024x1024.

Higher quality preset will mean higher lightmap pixel density and thus bigger textures. Since you tried “different settings”, the result is not surprising.