Lighting / lightmaps with Unity 5 with Probuilder

I am returning to Oneness again. I used to use Unity 4 to create my level, where I could literally shoot real-time fires from my gun. I used Probuilder to create my scene, and I had a lot of cars and patrol guards. And it was smooth.

I tried to create my new game using Unity 5, and everything seems amazing. Light bounces look fantastic. However, I realized that when I try to bake my scene, made of 3 rooms and a corridor made using a probe, it seems that it is forever baked, and my baked lights do not seem to be baked in Probuilder networks. I have one real-time directional light, one mixed point light and a real-time spotlight.

I get about 300 sets, about 120 thousand vert. from a low level and about 30-40 frames per second. Using Occlusion Culling.

I don’t understand how Unity 5 backlighting works and its frustration. All in real time GI. Can I get help here?

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If you want to use GI (pre-computed) in real time, all you have to do is use real-time / mixed light sources and enable Realtime Global Ilumination in your Ligthing configuration.

Mixed light sources will bake STATIC objects (make sure your probe models are set to static).

https://unity3d.com/es/learn/tutorials/topics/graphics/introduction-lighting-and-rendering?playlist=17102

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Source: https://habr.com/ru/post/1621249/


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