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Directional Lightmap brightness

Discussion in 'Global Illumination' started by sfaok, May 21, 2016.

  1. sfaok

    sfaok

    Joined:
    Nov 27, 2012
    Posts:
    23
    I'm having an issue when baking directional lighting. Currently Unity 5.3.5f1 but it's the same in previous versions.

    I've created a basic test scene - mountain with standard shader material (diffuse + normal map) .

    1) Realtime



    2) Baked Directional Lightmap



    4) Baked Directional Specular Lightmap



    As you can see - realtime and baked directional specular look very similar, but directional bake is significantly dimmer.

    Why am I losing brightness and contrast in the directional lightmap? As far as I understand the results should be similar to realtime when the specular value of the material is 0. I get the same loss of brightness with non-directional lightmap too.

    This is a mobile project so for optimization I want to bake the lighting without the significant shader overhead of a baked directional specular. Any help would be greatly appreciated!
     
    Last edited: May 21, 2016
  2. peter-s496

    peter-s496

    Joined:
    May 24, 2016
    Posts:
    14
    DIrectional doesnt use specular maps, so youre not getting that specular feedback from your lighting