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If you use baked Global Illumination (GI), troubleshoot light leaks.
Lightmap leaking results in noticeable lighting discrepancies in dark indoor areas adjacent to bright outdoor lighting.
Light leaking appears as unwanted illumination in shadowed areas due to incorrect lightmapA pre-rendered texture that contains the effects of light sources on static objects in the scene. Lightmaps are overlaid on top of scene geometry to create the effect of lighting. More info
See in Glossary texel assignment.
Warning: UV overlap detected on the following GameObjects: [GameObject Name].
To resolve lightmap leaking, do the following.
You can increase Lightmap Resolution to improve texel coverage and reduce light leaking.
Note: Lightmaps use mipmaps. So, while there may be no leakage at high resolution, leakage can occur when the cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary moves farther away and a lower mip level is sampled. Therefore, it’s important to ensure sufficient texel spacing between UV islands depending on lighting conditions.
If you can’t adjust resolution, modify lightmap UVs in a digital content creation tool by following these steps:
High Gaussian filter settings can introduce light leaks. For detailed solutions on adjusting these settings, refer to Troubleshooting lightmapping artifacts.
Light leaking is often caused by meshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More info
See in Glossary overlap rather than filtering issues.
To adjust scene geometry, do the following: