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Question by Monkee · May 09, 2015 at 11:01 PM · lightmap

A lot of dots are being generated in lightmap.

Hi I just switched to Unity 5.0.1f1 and I have a series of ground track meshes which are set to static, light map static and scale of light map set. These bake fine. However I also have a lot of smaller static meshes set to static, light map static but scale of light map set to 0. This is so they cast shadows on the ground meshes but do not add to the light map themselves. However after a bake, there is tons of tiny 1 pixel dots in the generated light map which I assume is due to all the instanced assets in the scene with light map scale set to 0. Ground meshes have a light map index of 0, while all the other instanced static meshes have an LM index of 65534. I never had this problem before in Unity 4 and am wondering is there something new to the new Enligten system I'm missing? As I'm loosing a lot of LM space now. Thank you

Edit: Sorry I did not provide a screen shot here is a screen shot of a lightmap generated now using unity 5.0.1p4. The large squares marked with green arrows are the track meshes. They are light mapping fine. However all the little squares seam to be all the static meshes located in the scene marked at lightmap static, Scale of light map 0. Viewing the scene in baked mode all static meshes that shouldnt be contributing to the lightmap are all displaying different brightnesses, making me assume they are all recieving 1 pixel of the light map. They are using shaders unlit textured (no support for lightmaps). Is this a currently a Unity bug?alt text

lightmap-issue.jpg (97.1 kB)
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avatar image AlwaysSunny · May 09, 2015 at 11:01 PM 0
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Please attach screenshots when describing visual issues. Posting in case someone who knows the L$$anonymous$$ system can assist without a visual.

avatar image Meceka · Apr 06, 2016 at 09:38 PM 0
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Hello, could you find a solution to this problem? I was hoping to lightmap just the terrain by setting all other objects scale in lightmap to zero. I was hoping that those objects will drop a shadow on terrain. But it happens the same as you explained. All objects with 0 lightmap scale also gets illu$$anonymous$$ated by 1 pixel from the lightmap. And they individually take space in the lightmap, and because of their weird lightmap, their lighting is unusable.

avatar image Monkee Meceka · Apr 08, 2016 at 04:14 AM 0
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Hi,

We haven't re-built lighting in a while so no sorry. $$anonymous$$aybe later versions of Unity have addressed this but not sure. We just want trees and rocks to cast lighting, but doing so assigns them a 1x1 pixel plus padding which wastes a lot of space :(. Their shaders are unlit/texture so really have no clue why its triggering enlighten to assign them L$$anonymous$$ space

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