Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice

Realtime Directional Light, Baked Indirect Contribution. Possible?

Discussion in 'Global Illumination' started by ruj, Dec 10, 2015.

  1. ruj

    ruj

    Joined:
    Feb 28, 2013
    Posts:
    113
    I apologize if this is a stupid question, but I have a directional light that never moves, and I am looking for the shadow quality that I get with it being realtime, but would still like it to contribute to the baked GI, without having to enable Realtime GI, since that is overkill for my use purpose.

    Does anyone know if this can be done? I am basically looking to get the equivalent visual quality that I had in 4 with dual lightmaps.

    Thanks
     
  2. KEngelstoft

    KEngelstoft

    Unity Technologies

    Joined:
    Aug 13, 2013
    Posts:
    1,366
    Yes, enable Baked GI and set bounce intensity to a nonzero value. a lightmap will be baked with indirect lighting for all lightmap static objects.
     
  3. ruj

    ruj

    Joined:
    Feb 28, 2013
    Posts:
    113
    @KEngelstoft currently there seems to be a bug that it will ALSO bake its direct contribution so that the light ends up applying twice, any estimate on when that should be fixed? Will I be waiting till 5.4 for that? Thanks for responding!

    EDIT:
    I see you mentioned this in another thread that it is indeed a 5.4 fix. which is unfortunate, but for now I am trying to work around it by setting all my real time lights to near 0 during bake and cranking their indirect contribution.