On a number of objects I take advantage of a way the place as a substitute of utilizing geometry, I place planes with a Cutout Materials on high of one another, making a 3D phantasm with minimal price. The factor is, it seems nice with Unity’s Realtime Lighting, however Baked Lighting darkens a few of them.
The ground, partitions and ceiling look shut excellent, whereas the door’s particulars are utterly ruined. This was the rationale I ended baking mild, however that isn’t a viable choice as I’m aiming to make it a Quest 2 Standalone challenge. With out baking, it simply cannot run it, with baking it’s 100+ FPS on common.
I even turned off AO, simply in case, however that did not work both.
So my query is, that how can I repair this? Is there a stupidly easy answer, or is there a option to bake the “primitive” Realtime Lighting as a substitute of the correct Baked Lighting?
After numerous hours of baking I am out of concepts and began to lean in the direction of making the problematic elements with precise geometry. That could possibly be a bit heavy on the polygon aspect, however I might then embody that too in the primary 4K Texture Atlas. I am fairly not sure if that may be such an enormous efficiency hit if any in any respect (since I might eliminate 3-4 Cutout Supplies, making the SetPass calls even decrease), however I would wish to preserve the present method if potential.
Realtime Lighting: Word how properly the colour of the door element and the door itself match.
Baked Lighting: Now the door particulars are means too darkish. Funnity sufficient the ground, partitions and ceiling do really look higher baked.
PS: I do know the baked picture is lots darker anyway, which isn’t meant and shall be fastened if I discover a answer to this challenge first. I understand how so as to add extra energy to lights. 😛