there are two things i wanted to record about the gpu light mess
the first thing is like mentioned in this document the light mass portal is not supported so we don't
need to set up that then the light light mass importance volume only partially supported
it's only for determining placement of the volumetric light mass
I think that means you only need to set it up if you have an object moving around in the scene
and the the second thing I wanted to record here is the uh shadow of the directional light
here looks very blurry than I figured it because the resolution of the lightmap is too low
if we increase
we can refine the shadows by increasing the lightmap resolution
but if I
I
increased the resolution significantly the baking time is increased too
so another solution is
by making the directional lights stationary
this way
I think in this way I only need half of the um resolution
I used for the static light to reach the similar quality
you