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Question How to use External Lightmaps?

Discussion in 'Global Illumination' started by The_Dark_Swordsman, Jul 14, 2023.

  1. The_Dark_Swordsman

    The_Dark_Swordsman

    Joined:
    May 16, 2020
    Posts:
    6
    I am currently trying to bake some lighting using the Standard Render Pipeline in Unity 2019 (as VRChat requires).

    I do use Bakery and try to bake all my lighting inside the editor. This often works most times.

    But for example, in this specific instance, I can NOT get the point light to work. Even if I use a fake bulb and mesh light in Bakery. It just ignores the meshes completely as if it's clipping point is really far, or it's fake bulb size is too big. The realtime light can manage the shadows pretty decently, but this is not reflected in the bake.

    upload_2023-7-13_22-5-51.png

    As such: I want to try to bake the lightmaps in Blender and import them over to Unity. I have seen snippets indicating that a lot of people do this, but I have not found any useful information at all on how to actually do this. And based on what I can see, it is much less common these days than it was 10-15 years ago.

    So is there ANY way to use external lightmap data (say from Blender) in Unity?

    I would love the ability to configure materials and bake the lighting using real path-tracing, rather than fighting my way around the standard pipeline and pulling teeth with Bakery to get the lighting that I want.
     
  2. The_Dark_Swordsman

    The_Dark_Swordsman

    Joined:
    May 16, 2020
    Posts:
    6
    Nevermind. It turns out I was just using "shadow spread" on Bakery and had the value set way too high. Apologies for the thread spam.

    upload_2023-7-14_14-31-45.png