Troubleshooting lightmapping quality issues
Flat normal maps
Symptoms
- Objects lose their depth effect, and the lighting appears flat after you bake if Directional Mode is disabled.
- Normal maps don't provide a clear representation of relief.

Non-directional lightmaps with a baked light - left. Directional lightmaps with a baked light - right.
Cause
Resolution
- Enable Directional Mode, so Unity stores light direction.
- In the window for each light, setInspector
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to Mixed, so Unity bakes indirect diffuse lighting. For more information, refer to Light Modes.Light Mode?
Lightmap UV seams
Symptoms
- Visible seams in lightmaps after baking.
- More noticeable seams when using modular meshes.
- Increased seam visibility if you use high filtering or low lightmap resolution.

Left: The lightmap UV split is visible on the hand of the model after baking. Right: After you enable Stitch Seams and bake again, the lightmap UV split is no longer visible.
Cause
Resolution
Enable Stitch Seams
Combine meshes in a digital content creation tool
- Use a 3D modeling tool to merge modular meshes. Join overlapping vertices before you export, to prevent automatic lightmap unwrapping issues in Unity.
- Join overlapping vertices in the import Settings for a model.

Cornell Box scene assembled using modular meshes with visible seams after lightmap baking - left. Meshes combined in a digital content creation (DCC) tool before exporting, with no lightmap seams visible - right.
Other possible solutions
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Use Mesh.CombineMeshes to merge multiple meshes into one, achieving a similar result as in a DCC tool.
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Convert meshes to ProBuilder using the ProBuilderize option. Use the Merge Objects option to combine multiple objects.
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Disable filtering and denoising. This prevents blurring and dilation issues but can require increasing sample counts for cleaner results.
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Adjust Lightmap Padding to increase spacing between UV layouts in the UV atlas, reducing texel bleeding.
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For low-end platforms, use Light Probe Groups.
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For per-pixel lighting with streamlined placement, use Adaptive Probe Volumes (APV).
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If possible, use trim meshes to hide seams between objects.
Blurry lightmaps
Symptoms
- Shadows appear soft or lack detail.
- Lightmaps are stretched or distorted.
- Light leaks through geometry.
Cause
Resolution

Cornell box scene baked at 8 texels per unit resolution - left. Same scene baked at 32 texels per unit resolution - right.
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To adjust lightmap resolution globally, adjust the Lightmap Resolution property in the Lighting window. This changes the resolution for all objects in the scene.
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To adjust lightmap resolution per object, modify the Scale in Lightmap parameter in the Mesh Renderer component. This acts as a multiplier of the Lightmap Resolution setting.
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Use Low Resolution for:
- Surfaces receiving uniform or indirect lighting.
- Small objects.
- Surfaces not visible to the player.
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Use High Resolution for:
- Areas of high importance.
- Surfaces receiving baked direct lighting and shadows.
Adjust the Max Lightmap Size property
- Objects exceed the maximum space in the lightmap atlas.
- Unity generates a high number of low-resolution lightmaps even after you increase the lightmap resolution.
Maintain uniform lightmap UV scale
- When you create custom lightmap UVs, scale UV charts uniformly across all axes.
- Avoid scaling individual UV charts disproportionately.
- When you scale GameObjects in the editor, ensure uniform scaling across all axes.
- Use the baked lightmap Scene View Debug Draw Mode to inspect lightmap uniformity, and enable Show Lightmap Resolution to visualize texel distribution.

Lightmap texels stretched horizontally resulting in distorted output - left. Uniformly scaled lightmap texels - right.
Lightmap aliasing
- In the Lightmap Parameters Asset, increase Anti-aliasing Samples. For more information, refer to Lightmap Parameters Asset. This setting applies to the Progressive Light Baker only. It doesn't apply to the Unity Compute Light Baker, which uses a unique sample position for each sample taken in a texel.
- In the Inspector window for a light, adjust the Baked Shadow Angle property. For more information, refer to Light component Inspector window reference.
- In the Lighting window, set Filtering to Advanced, then under Direct Filter adjust Radius.
Area distortion
Symptoms
- Uneven lighting across the surface.
- Blurry or pixelated lightmap artifacts in some areas.
- Lower resolution in some regions despite adequate lightmap settings.

Cylinder with distortions.

Cylinder with distortions.
Cause
- The Area Error value is too high, causing variation in triangle sizes.
- UV charts are disproportionate to the object’s geometry, causing stretched or compressed areas.
- The automatic UV unwrapping process fails to balance texel distribution.
Resolution
- Reduce the Area Error value in the UV settings.
- Inspect the UV layout to ensure charts are proportionally scaled.
- Manually adjust problematic UV charts in a 3D modeling application if necessary.
- Test different lightmap resolutions for optimal balance between texel density and memory usage.
- Re-bake the lightmap and check for improvements in resolution consistency.
Angle distortion
Symptoms
- Warped or stretched lighting artifacts in baked lightmaps.
- Inconsistent shading or lighting across different areas of the same mesh.
- Skewed or distorted UV charts in the layout.

High angle error.

Default angle error (8%).
Cause
- The Angle Error value, in the Mesh Import and Generate Lightmap UVs settings, is too high, causing excessive distortion in UV charts.
- The lightmap UV generation prioritizes minimizing seams over preserving accurate angles.
- The mesh has complex geometry, making it difficult to create an ideal UV layout.
Resolution
- Lower the Angle Error value in the UV settings.
- Check the UV charts to ensure they accurately represent the mesh geometry.
- Manually adjust the UV layout in a 3D modeling tool if necessary.
- Re-bake the lightmap and inspect for improvements in lighting accuracy.