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Why does the result of light baking in Unity not match the same lighting in Realtime?
There is a small scene, it has 1 directional light and jokes 4 point light light sources. As long as the realtime lighting type is selected in the light source settings, everything looks quite decent, predictable and adequate (brightness, shadows, intensity), but it’s worth changing the lighting type to baked (without changing a single parameter of the light source itself, all settings remain exactly the same the same as they were just set up in realtime), how after baking I get a picture that is absolutely not even close to the one that was in realtime. The lighting is either dim and faded, or vice versa, the wildest overexposure and the imposition of one source on another. The Generate Lightmap UVs checkbox is on all objects in the scene. What's the matter? What am I doing wrong? Why such a huge difference between realtime and baked?
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