While trying to get up to speed with Unity's lighting systems I decided to make a quick Cornell Box. You know, the one you see whenever you read about lighting and rendering. Nothing fancy, just a simple lighting test framework.
And then I spent hours and hours trying to make it look good in Unity. So what you are buying here is really a lighting tutorial.
Get the benefit of my time and research! Which of Unity's Lighting settings got changed, and what the results were. The goal is to clean up any artifacts, banding or jaggies. A quick hit list is provided. Plus a helpful tip or two to speed up the process of lighting. Both Deferred/Linear and Forward/Gamma rendering are covered. Screen captures of both are included.
[And of course the actual Cornell Box is included.]
Open one of the Default Lighting scenes, open and position the Lighting window, and you're good to go.
Follow along with the PDF, change Lighting settings and quickly see what the effects are. Tweak the Lighting as you like.
LightMap baking is also covered (needed for Area lights).
All scenes include pre-baked LightMaps.