light mapping notes

 A few things that weren't completely obvious at first/ good to know

  • You can make an object invisible, but still cast a shadow - click on the shadows drop down, there is a "shadows only" option
  • To enable an object for light map baking, set it to Static by ticking the box in the Inspector.
  • Similarly, to make a light part of the bake, set its mode to "Baked" or "Mixed" (Inspector)
  • Occlusion can be tweaked and baked - it's in the light map settings - should save you from adding a SSAO post processing layer!
  • An object can contribute to baked global illumination, you need to tick the box that allows this (in the mesh renderer)
  • In the light map settings, the Multiple Importance Sampling check box can speed up a bake, but lead to noisy results.
  • Lightmaps can actually have different UVs to the standard texture. Unity can autogenerate these  if you choose so, in the FBX import settings. If you wish to make these yourself, assign them to the UV1 set. Standard textures will use UV0.

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