On some objects I take advantage of a way the place, as an alternative of utilizing geometry, I place planes with a lower materials on high of one another, making a 3D phantasm with minimal price. The factor is, it appears nice with Unity’s Realtime Lighting, however Baked Lighting obscures a few of it.
The ground, partitions and ceiling look virtually good, whereas the small print on the door are utterly ruined. This was the explanation I ended baking gentle, however that is not a viable possibility as my purpose is to make it a standalone Quest 2 mission. With out baking you simply cannot run it, with baking it is 100+ FPS on common.
I even turned off AO, simply in case, however that did not work both.
So my query is, how can I repair this? Is there a stupidly easy resolution or is there a solution to bake the "primitive" Actual-time lighting as an alternative of exact baked lighting?
After numerous hours of baking, I ran out of concepts and began leaning towards making the issue items with precise geometry. That could be just a little heavy on the polygon facet, however then you possibly can embody it in the principle 4K Texture Atlas as effectively. I am not too certain if that will be a lot of a efficiency hit, if any, (since I may eliminate 3 or 4 clipping supplies, which might make SetPass calls even decrease), however I would wish to preserve the present strategy if potential.
Actual-time lighting: See how effectively the colour of the door element and the door itself match.
Baked Lighting: The door particulars are actually too darkish. Curiously, the ground, partitions and ceiling look higher baked.

PS: I do know the baked picture is far darker anyway, which isn’t supposed and will probably be fastened if I discover a resolution to this drawback first. I understand how so as to add extra energy to the lights. 😛
