Fix issues causing speckled noise in lit scenesA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary.
Example: All sample counts are set to 8 (left). All sample counts are set to 2048 (right).
The Progressive LightmapperA tool in Unity that bakes lightmaps according to the arrangement of lights and geometry in your scene. More info
See in Glossary is a Monte Carlo path tracer. Insufficient ray counts lead to noisy lightmaps, and increasing the number of rays the lightmapper spawns from each 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 helps to reduce the noise in the lightmaps.
To fix the issue of too much noise, you can increase the sample size from direct, indirect, and environment sources to reduce lightmap noise, and use denoiser and filters. Note that when increasing samples, this will increase bake times in a linear fashion.
Note: To make easier to debug issues, got to the Lighting window, and set the Filtering property to None.
Direct samples control the number of rays, which the lightmapper shoots towards light sources.
Example: Scene lit only by direct light. Direct samples are set to 8 (left). Direct samples are set to 2048 (right).
Use this method of increasing direct samples if:
Indirect samples control the number of paths, which the lightmapper shoots towards the GI contributors in the scene.
Example: Scene lit only by the indirect bounce light. Indirect samples are set to 8 (left). Indirect samples are set to 2048 (right).
Once these paths intersect geometry, texels spawn rays towards:
Paths can bounce off surfaces. Some ways Unity can end a path are:
Use this method of increasing indirect Samples if:
Environment samples control the number of rays, which the lightmapper shoots towards the sky/environment.
Example: Scene lit only by environment lighting. Environment samples are set to 8 (left). Environment samples are set to 2048 (right).
Use this method of increasing environment samples if:
Note: that you would need to disable all lights in the scene to verify this.
Unity can apply a post-processingA process that improves product visuals by applying filters and effects before the image appears on screen. You can use post-processing effects to simulate physical camera and film properties, for example Bloom and Depth of Field. More info post processing, postprocessing, postprocess
See in Glossary step to remove noise by using filtering or machine learning denoisers.
To enable filtering, navigate to the Lighting window (menu: Window > Rendering > Lighting) and select the Filtering property, and select from three options:
Available filters:
Available machine learning denoisers:
Experiment with different denoiser and filtering combinations to achieve the best results for your project.