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How not to bake emission in URP

Discussion in 'Global Illumination' started by DrEmilBachmann, Feb 27, 2021.

  1. DrEmilBachmann

    DrEmilBachmann

    Joined:
    Sep 25, 2017
    Posts:
    5
    Hi,
    I recently made the switch from default to URP because I am interested in working with shader graph and using some URP specific Assets and everything worked out nicely so far.

    Now I encountered a serious problem for my project: I don't seem to be able to have emission not baked into my lightmap. In the default pipeline I could simply uncheck that on the materials emission options but this is not there in URP. I could uncheck "Contribute GI" per object but then it doesn't create shadows anymore which I also don't want. I am using Bakery and Unity 2020.1.17. I realize that most people want their emission baked in (at least all threads I could find about this are about that problem) but in my project I specifically want to be able to create an atmosphere which is dark even though there are lights.

    Is there a way to not have emission baked into my lightmaps in URP or do I need to switch back to the default pipeline?

    Thanks.
     
  2. kristijonas_unity

    kristijonas_unity

    Unity Technologies

    Joined:
    Feb 8, 2018
    Posts:
    1,080
    Hello! There was a bug report which exposed the exact same issue you are facing. Unfortunately, it seems to have been mistakenly closed as by design. I will reach out to the URP team regarding this.
     
  3. DrEmilBachmann

    DrEmilBachmann

    Joined:
    Sep 25, 2017
    Posts:
    5
    Hi, thank you four your reply. That means that this is indeed a bug and it should be possible to uncheck emission baking on the material?
    Edit: Nevermind, just read the bug report. Thank you.