Light Baking Issue - unity3d

Before I have real-time lighting because of the performance issue, I decided to do light baking for my 3d game.
So I have mark 3d environment as static because it remains on screen always without movement.
Also changed direction light mode to Mixed because I have few moving game objects too.
But after the baking process gets completed, I got this kind of output:
In above, you can see in the above image what happened with my environment after baking and I have also included light settings if you need it.

You have to enable lightmap UVs in your 3d imported model file.
I got this reply from one Unity forum member so exact wording, I am posting here:

Related

VR Headset issue: objects displayed in one eye because of default shader. (in my case TextMeshPro shader)

I have:
Unity
High Definition Render Pipeline (HDRP)
Single pass rendering (no ability to change)
VR Headset
Part of objects displayed only in one eye.
Investigation show that the reason of this -- non-compatible shaders for such environment. For particle system I have resolved such problem with own shader created using ShaderGraph (below is solution)
But My problem of this question is:
I have no idea how to write correct shader for TextMeshPro Text.
Can anybody help with this?
THIS FIX WORKS FOR PARTICLE SYSTEM one eye issue: Shadergraph shader (works well with transparency, Color over lifetime, etc)

How can I use baked lighting on sprites? / How to light up a large area in 2D?

I'm having trouble figuring out how to light up large area(s) of sprites in Unity 2D. My previous knowledge on Unity's lighting is zero.
I first tried using a large amount of point lights and using the "Sprites/Diffuse" material, but about only five would actually render at a time, so I guess there's a limit on that.
Then I tried putting in an area light. That didn't do anything, so that's when I started doing research about baked lighting on sprites (and baked lighting in general). I found stuff like this but I couldn't get it to work either because it's outdated or because I don't know what I'm doing. Other answers I've come across seem to assume that the reader knows anything about lighting in Unity in the first place which, to be honest, I don't. Unity's documentation website had some information on it, but no tutorials that go into how to set up baked lighting.
I've tried a bunch of different combinations of materials (like using the "Standard" shader for the sprites instead of "Sprites/Diffuse", emission, ect.) and I enabled "Baked Global Illumination" in Lighting>Settings.
If baked lighting isn't possible on sprites (or isn't worth the trouble), what are the alternatives?
Edit: I made sure not to have the lights pointing the wrong direction, and I do realise that Unity2D is just like painting onto a piece of paper in Unity3D. I was able to get point lights to work, but only a few at a time. I don't need to do the entire screen at once, I need to do a large specific area at once.
some tips...
working with sprites your in 2d... when you add a light, switch to 3d mode, and rotate to make sure your light is pointed at your objects, and oriented so as not to be on the same plane, or level with them, as this will cast all the light behind them.
if your trying to light up everything on the screen(in camera) attach an area light to the camera at the cameras position, point it where the camera points, and then in the inspector on the right, you can change its variables. intensity, range, width, height etc.
Emissive Texture:
https://www.youtube.com/watch?v=oa6kW5HhRd4
For some reason, I never even thought about going into the asset store. I found this for free, and it looks like it will work: Light2D.

Unity3D: Why is particle lighting making directional shadows disappear?

UPDATE: As #BenHayward suspected, this is a bug. <link>
I have a very simple setup of cubes on a plane comprising a grid of quads. A directional light is shining down at the scene at an angle, producing a set of shadows from the cubes onto the quads.
Now I'm trying to produce an explosion effect with Unity's particle system, but when I add a point light to the particle system it causes all the directional-lighting shadows to disappear, whether they're in line of sight of the particle or not.
The shadows reappear when the particle is destroyed. Replicating the particle effect with pure C# doesn't cause any problems.
(Oh, and obviously I'm using the deferred rendering path.)
Any ideas? This is driving me off the wall.
[EDIT: I should have mentioned that the point light added to the particle system is set to cast shadows. The Unity standard particle pack has shadow-casting disabled by default. They too cause the problem when I turn the shadow-casting on.]
Based on the project that you linked to, it seems as though the particle system is causing the shadow cast from the directional light to flicker on and off quickly. I suspect this is a bug, since if it were intended behaviour, I wouldn't expect it to flicker in this manner.
In cases where this is not a bug, the problem can be caused by a couple of issues:
You can only have a certain number of dynamic (shadow casting) lights in your scene which are seen by the camera frustum. By default, this number is quite low (I think it's 4). You can increase this number by going to Edit > Project Settings > Quality. Set the Pixel Light count higher from its default value. You will need to increase this value to be greater than the total number of lights in your effect. Higher values will allow more lights to be rendered on the screen, but this reduces performance.
It depends on the shaders which you are using to receive the shadows. Some shaders will only render shadows for one directional light. The light which is used isn't necessarily too easy to determine. If you are using the standard Unity shader this shouldn't be a problem. But if you are using a mobile compatible surface shader or something you've written yourself then this could be the cause of the problem.
Also, for an explosion, I'd recommend using just one single point light (not lights attached to each particle), as this is all that is required. Any more lights would result in considerable performance impact on the GPU especially if there are more than one explosion in the scene at any one time.
I recreated the scene as you described, i can't recreate your issue.
i mostly followed this tutorial, and added a few cubes in a plane:
https://unity3d.com/learn/tutorials/topics/graphics/adding-lighting-particles
I will need a screenshot of your lights componnents, both the directional and the point light, the particles, and the cubes (mostly the material); I cannot comment because i dont have enough reputation yet, so i'll delete this once you add the screenshots;

Unity level light and laser seems diffrent after build

I have laser light in my gun.In editor screen everything ok but when i build my game i see diffrent things.One other thing my game lighting is diffrent then editor.Why this is happening ?
Left pic. build Right is in editor.
One of your shaders is not working, that solid magenta replaces missing or broken shaders. You haven't provided enough info to diagnose the problem, however. On which build target(s) does this happen, and is it consistent across all of them? What is the shader you are using on that object?

Lighting an instantiated prefab, baked versus realtime

I'm generating a dungeon out of prefabs which means I design a room, save it in the resource folder and instantiate it at a random position with a random rotation while the game is running.
The problem I have is the lighting.
Because of the above mentioned generation process it has to be dynamic but it doesn't seem to work. Below you can see the comparison between a baked and realtime rendered room:
Baked (I also don't know where these strange lighting borders (on the walls), which are looking like someone painted the light with watercolors are coming from):
Realtime:
As you can see, the realtime room doesn't seem to reflect light in any way.
These are my lighting settings:
And this is my 'sun':
What am I doing wrong?
Your lighting settings have Ambient Light set to 0- with realtime lighting, this means nothing that can directly see the source of a light will be lit at all. The screenshot with baked lighting looks different because it has a baked lightmap.
If you're trying to get the real-time lighting to look exactly like the baked, soyy, but Unity refuses to bake lightmaps at runtime. The closest you can probably get is by setting your Ambient Light to a color and its intensity above zero. Playing around with Light Probes probably won't be much good, since you need to light an entire room in a vacuum.
An alternate solution, depending on how well you know Unity, would be to Frankenstein together different scenes, which is mentioned briefly in Unity's Intro to Global Illumination, though I can't find it anywhere else.
Relevant links:
Baked Lightmaps: http://docs.unity3d.com/Manual/GIIntro.html
Light Probes: http://docs.unity3d.com/Manual/LightProbes.html
Ambient Light: http://docs.unity3d.com/Manual/GlobalIllumination.html