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Question Bake lighting in additive scenes

Discussion in 'Global Illumination' started by kasiula03, Jul 18, 2023.

  1. kasiula03

    kasiula03

    Joined:
    Jan 21, 2018
    Posts:
    4
    I'm facing really strange issue with lighting for additive scenes.

    The "Scene 7" is baked seperatly, because it's intented to be very dark.
    The rest of the scenes was baked together with "Preloader" as a Active Scene with directional lights.

    When I loaded "Scene 7" at the same time as the rest it's appear super bright, the same thing is for the runtime, but when I load it in different order it looks ok.

    The issue is fixed when I set "Scene 7" as an Active, but I don't want to set it as active. Do you know what can cause it?
     

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  2. Sky77

    Sky77

    Joined:
    Jan 30, 2014
    Posts:
    171
    If it's a single 'world' composed of different scenes, the only way to bake it properly is to make a single bake with all the scenes together.
    If you bake 'Scene 7' separately, there's no way to make it work properly together with the other scenes at the same time.
    Also: make sure that the Lighting settings are 100% the same.
     
    kasiula03 likes this.
  3. kasiula03

    kasiula03

    Joined:
    Jan 21, 2018
    Posts:
    4
    Thank you for the response.
    What will be the best method to have one of the scenes noticeably darker than other and not affected by directional light?
    I don't want relile on culling mask because I use layers for something else.
    Maybe light layers as I'm working in urp or lightmap swapping?
     
  4. Sky77

    Sky77

    Joined:
    Jan 30, 2014
    Posts:
    171
    There's no single answer, it really depends on your needs.
    I don't know if light layers works for baked lights, and lightmap wapping in not supported by Unity out of the box.
    Maybe you can use postprocess to darken the area.
     
  5. kasiula03

    kasiula03

    Joined:
    Jan 21, 2018
    Posts:
    4
    I think I've solved my main problem.
    The caves or closed rooms appeared very dark because of environment lighting set up as a skybox.
    The idea with a using postprocess is really good as well. Thank you for the help.