Decision Guide
Use this page when you need to pick a Bakery setup quickly for a VRChat world, then validate it in the actual Unity project and client.
Most common answer
For most static VRChat worlds, start with Full Lighting + MonoSH + L2 probes, then add VRC Light Volumes if avatar lighting quality matters in the actual experience.
Checklist
- If the world is mostly static, use Full Lighting.
- If the scene needs dynamic direct lighting or specular from real-time lights, consider Shadowmask.
- If the scene uses general realistic lighting, use MonoSH.
- If the scene is neon-heavy and colored from multiple directions, test SH.
- If shaders do not support SH or MonoSH, use Dominant Direction or compatible shaders.
- If VRAM is tight, downgrade from SH to MonoSH first.
- If VRAM or compatibility is still a problem, downgrade to Dominant Direction.
- If normal response is not important, non-directional can be acceptable.
- After mode selection, use texel density tuning and manual Lightmap Groups as second-stage optimization tools.
- For dynamic objects and avatars, decide early whether the world will rely on light probes or VRC Light Volumes.
Decision Tree
Is the scene mostly static?
Yes -> Start with Full Lighting.
No -> Consider Indirect or Shadowmask.
Do you need real-time direct shadows, dynamic lamp behavior, or real-time specular?
Yes -> Test Shadowmask.
No -> Stay with Full Lighting.
Is the lighting mostly realistic, practical, or architectural?
Yes -> Start with MonoSH.
No -> Continue.
Is the scene neon-heavy, club-like, cyberpunk, or strongly colored from many directions?
Yes -> A/B test MonoSH and SH.
No -> Use MonoSH or Dominant Direction depending on budget.
Do the target shaders support the selected Bakery directional mode?
Yes -> Profile and continue.
No -> Switch shaders, add support, or downgrade to Dominant Direction.
Is VRAM too high?
Yes -> SH to MonoSH, then MonoSH to Dominant Direction, then reduce atlas count.
No -> Keep the better-looking tested mode.
Pick This Setup
| Goal | Render Mode | Directional Mode | Notes |
|---|---|---|---|
| General realistic night scene | Full Lighting | MonoSH | Best default for static practical lighting in most VRChat worlds |
| Cyberpunk neon city | Full Lighting | SH | Test against MonoSH before committing |
| Static interior | Full Lighting | MonoSH | Raise bounces for enclosed spaces |
| Performance constrained world | Full Lighting | Dominant Direction or None | Prefer targeted downgrades before flattening the whole scene |
| Shader compatibility first | Full Lighting | Dominant Direction | Use when Bakery SH or MonoSH support is uncertain |
| Dynamic real-time lamp/specular response | Shadowmask | Dominant Direction, MonoSH, or supported mode | Depends on shader support and budget |
| Draft bake / early iteration | Full Lighting | MonoSH or Dominant Direction | Use lower samples and smaller atlases |
| Final hero area bake | Full Lighting | MonoSH or SH | Pick after A/B testing and profiling |
For scenario starting points, continue to Example Settings.