Quick answer: Lighting Settings → Lightmap Encoding = High Quality (HDR). Per-object Scale In Lightmap = 2–4 on curved hero meshes. Direct Samples 32, Indirect 256, Filter on. Re-bake.
Cylinder column under a soft area light shows visible posterized rings instead of smooth gradient. Lightmap is undersampling and 8-bit-quantizing.
The Symptom
Smooth curved surfaces show stepped lighting in baked output. Real-time view (preview) is smooth; only the bake quantizes.
The Fix
Step 1: HDR lightmaps. Lighting Settings → Lightmap Encoding → High Quality (or Normal Quality if memory-constrained). Default Low Quality is 8-bit RGB and bands easily.
Step 2: Per-object Scale In Lightmap.
MeshRenderer Inspector → Lightmapping:
Scale In Lightmap: 3.0 // 3x default for curved hero
Stitch Seams: true
Hero curved geometry now occupies a larger lightmap region; each texel covers less surface area; the gradient resolves.
Step 3: Sample counts.
Lighting Settings:
Direct Samples: 32
Indirect Samples: 256
Environment Samples: 256
Filtering: Auto (Gaussian)
Bake takes longer; quality smooths.
Verifying
Bake. Sample the output texture in the Lighting window. Smooth gradient on the curve, no rings. If still banded, raise Scale In Lightmap further or check that Lightmap Encoding wasn’t reverted to Low.
“HDR encoding. Higher per-object scale on heroes. More samples. Bake smooths.”
Related Issues
For light probe seams, see light probe seams. For lightmap UV overlap, see UV overlap.
HDR. Density. Samples. Smooth gradients.