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Best Practices and Common Mistakes

Best Practices

  • Always test with target shaders.
  • A/B bake MonoSH and SH before committing.
  • Let practical lights define the scene.
  • Avoid abusing Indirect Boost and Emissive Boost.
  • Use reflection probes.
  • Use VRC Light Volumes by RED_SIM for dynamic objects whenever possible, and keep light probes around mainly for backward compatibility with older avatars.
  • Check avatar lighting in representative areas of the world.
  • Check lightmap texture import settings.
  • Profile VRAM and build size.
  • Watch compression artifacts on lightmaps.
  • Use higher resolution only where visible.
  • Use Lightmap Groups to isolate hero areas, iteration zones, or compatibility boundaries when that actually improves workflow or atlas control.
  • Use Texel Density and Resolution Control before globally raising quality across the whole world.
  • Prefer VRC Light Volumes as the default for avatar lighting quality, and push users toward updated avatar shaders instead of treating light probes as an equal long-term option.
  • Do not blindly use SH everywhere.
  • Test in the actual target client, not only Scene View.
tip

Treat lightmap groups as a quality allocation tool. Spend resolution and advanced directional data where VRChat players will actually notice it.

Common Mistakes

MistakeWhy it hurtsBetter approach
Using SH everywhere without checking VRAMFour-map lightmaps can get expensive quicklyUse SH where it proves visible value
Using non-compatible shaders with SH or RNMLighting may not display correctlyTest Bakery-compatible shaders early
Making dark scenes too bright with ambientThe scene loses shape and contrastUse lower ambient fill and stronger local sources
Forgetting reflection probesGlossy and reflective materials disconnect from the bakeUpdate probes after lighting changes
Overusing AO until the scene looks dirtyAO can crush contact areas and gradientsKeep AO subtle
Using emissive boost instead of tuned lightsThe result can become noisy or visually confusingUse Bakery lights or Light Meshes intentionally
Forgetting avatar or dynamic-object lightingDynamic elements can look pasted into the sceneUse VRC Light Volumes by RED_SIM whenever possible, with L2 probes as legacy fallback
Judging a bake only in Scene ViewEditor view may not match the VRChat clientTest in the actual target environment
Compressing lightmaps too aggressivelyGradients and low-light color can break apartCheck compression artifacts in dark areas
Using too many high-resolution atlasesVRAM and load cost climb quicklyReduce atlas count and scale low-priority surfaces down

Final Recommendation

For most static realistic VRChat worlds, use Full Lighting + MonoSH + L2 probes.

For neon-heavy or color-rich scenes, test Full Lighting + SH.

For dynamic real-time lamp or specular needs, consider Shadowmask.

Downgrade to Dominant Direction when shader compatibility or VRAM becomes a problem.