Comments (4)
It is a known issue and the calculation that is done at bake time is not available at runtime so thats the reason the light probes won't help being inside a prefab.
And yes only requirement is probes and empty bake.
from prefablightmapping.
Some literature worth looking at https://forum.unity.com/threads/any-runtime-dynamic-baking-options-or-are-any-coming.821676/#post-5612233
From a Unity dev:
"There could be something worth considering, depending on the type of game you're building. What Unity allows you to do is update the SH coefficients of light probes at run time. However, you cannot update the positions of probes. What this means is that if you know beforehand the size of a scene, you could flood fill it with probes in the editor and bake them, so the positions and tetrahedralization are precalculated and saved with the scene. By default you could just bake the ambient probe into all probes."
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Yes, clearly thats a limitation, you can do more complicated setups (and it depends in the procedural setup and spatial configurations you use) but where I have gotten good results has been with those uniformly spaced configurations, even when a probe fell somewhere I didnt want it, in general it wasn't a big issue. To clarify, you can do whatever configurations of probes you want though. You will not get perfect, but all the use cases I have seen have been pretty good overall.
from prefablightmapping.
Ok, thank you very much for the clarification. So to confirm: the only mandatory requirement is that the light probes must be in a scene and then have an empty bake done, with uniform groups giving the bets results?
If the above is true have you thought of adding an option to have the probes placed in the prefabs instead? I'm very surprised unity has nothing like this and think that this should have much more attention.
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Related Issues (20)
- Light probes in Interior scenes HOT 1
- Baking lightning on a prefab overwrite other prefabs lightmaps HOT 2
- URP AssetBundle lighting corrupted HOT 5
- "IndexOutOfRangeException: Index was outside the bounds of the array." on MaterialPostprocessor. HOT 5
- As I bake new prefab the old lightmaps gets deleted even they are moved in separate folder
- About Android HOT 2
- Baked lighting is broken upon instantiating from Asset Bundle HOT 25
- Baked light probes
- Baked lighting doesn't work in the build version if Screen Space Shadows is enabled
- Lightmap breaks in the build on a single prefab HOT 1
- lightmaps in the build aren't mapped correctly HOT 2
- Not working on unity 2022.2.13 HOT 4
- I try to bake but it has already taken about 4 and half hours HOT 1
- Transparency in Build HOT 13
- Trying to set shader on a Material Variant HOT 3
- Lightmaps Too Bright on Android Bundle HOT 2
- Incorrect light maps being assigned on instantiation HOT 2
- Prefab only baking/loading one light HOT 1
- How to merge LightingData assets for correct shading working? HOT 10
- Normal maps not showing properly on instantiated prefab HOT 1
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