why sometimes unity bake a large stain of pixelated shadow on lightmap?

hi, after burning out the light for some time I have such a bug as in the attached screenshots, the filtering settings do not help, and the source of the problem is this flower, which is no different from other meshes, does anyone know how I can get rid of this problem?



Don’t know why this is happening, but maybe it has something to do with alpha testing or blending.

You should be able to turn of GI on the leaves:

Also check the material/shader of the leaves. Is cutout enabled or is it using some form of transparency? Maybe try a different shader.

hi c0d3_m0nk3y

I need GI on this plant otherwise it will stand out, also shader used on this is on many other objects including foliage with transparency and everything works perfectly except this one mesh/prefab.

Does the mesh have some additional geometry that’s fully transparent when rendering and only shows up in the GI? It must be something with the mesh or material, otherwise it would happen everywhere then.

If you have the FBX, can you open it in a DCC tool to check?

It’s this: Lightmapping Troubleshooting Guide

Ah, excellent! Thanks @AcidArrow . Learned something new today as well.