Render settings
All render settings can be accessed via Bakery->Render Lightmap. Settings are saved for every scene. First
option you will see (named Settings) allows to switch between Simple, Advanced and Experimental
settings. Simple is enough for most tasks.
Common settings:
- Render mode: defines what kind of lightmaps to bake.
- Full Lighting will generate complete direct and indirect lighting. If you have both Unity and
Bakery components on the same light, you will need to disable Unity ones to avoid double
brightness.
- Indirect is a basic mixed mode. It will look at the Bake to Indirect checkbox on every light: if
it’s ON, the light is baked as in Full Lighting mode. If it’s OFF, only indirect contribution (GI) from
this light is baked. In the latter case you should keep both Unity and Bakery lights on the object,
one giving real-time direct contribution, and another for precomputed GI. Bake to Indirect is
enabled by default for Skylights and Light Meshes, because Unity can’t reproduce their lighting
in real-time.
- Shadowmask is a more advanced mixed mode. It works by generating 2 types of lightmaps -
one with indirect color (as in Indirect mode, so Bake To Indirect checkboxes still apply), and
another with shadows from static objects. It has several benefits:
- Real-time shadows can render only a handful of dynamic objects, instead of the whole
scene.
- Real-time and baked shadows blend together properly.
- Real-time lights can render bump, specular and other surface effects, while still being
occluded by high-quality baked shadows.
Currently only Direct, Point and Spot lights can interact with shadowmasking (because they are
the only types Unity supports in real-time). To enable this behaviour, you must have both Unity
and Bakery lights on the same object, with Shadowmask checkbox enabled on the latter.
- Distance Shadowmask: this checkbox is only visible if you chose shadowmask and simply
toggles equally named setting in project’s Quality Settings.
● This checkbox doesn’t appear on Unity 5.6.x due to the lack of corresponding scripting
API. Instead you can toggle it in Window->Lighting->Mixed Lighting->Lighting Mode.