To have this hard dependencies to Enlighten and Progressive who still have a longer way to go makes everything really complicated. Shadergraph) and a more open and transparent lightmap asset would be great too. Would it be possible to allow custom lightmaps ( e.g. In general: According to which criteria does Bakery position and scale the UVs of meshes in the atlas? Why are some small meshes huge in the atlas, while some big meshes appear only small? What should we do to get a good result? For example, with the two different quads: A, the texture should have the same relative scaling on both meshes, and B, the lightmap should not be stretched and its scaling should also be relatively the same across objects (without having to manually adjust the "Scale in Lightmap" multiplier). This, of course results in wasted texture space, high memory usage and probably a bit of baking performance loss. To fix this we, we found out that we have to distribute UV shells so that the bounding box of the shells comes close to a full square. Space saving packing of UVs causes stretched UVs in lightmaps (seems to happen when the bounding box of UV shells is equal or less than a "square cut in half"-rectangle)! In further analyzes, we also found out the following: We do it this way, to have a uniform UV-scale in relationship to world-scale across all meshes (important when applying different materials). is that correct? Does Bakery has problems with this? We have found out that the UV error messages come because we are working beyond the 0-1 range. *Please* continue to support this feature, because there's nothing else available like it right now.Ĭlick to expand.Yes they are manually unwrapped for lightmaps. The following screenshots are taken from our test scene - ALL lighting in these scenes is baked, they all bake in under 10 minutes, and they all run at a solid 60fps on Oculus Go & Gear VR! In terms of the Standard pipeline, Bakery Baked Specular blows the performance of Standard Forward & Deferred Shadowmask out of the water. We've been doing some experiments over the past week into getting the best visuals for mobile VR, and we just wanted to say that Baked Specular Lighting is amazing! We were so disappointed when Unity removed Baked Specular from their Enlighten offering, but when we searched and found that you'd added it into the Bakery Standard shader, we just had to give it a try! Compared to other solutions, Unity LWRP does not yet support Shadowmask baking, only Subtractive, and has a limit of 4 concurrent Realtime light sources. Hey, just wanted to publicly thank you for your quick fix to the Bakery Standard Shader. What settings should I have for baked/indirect/gi lights and shadows for static objects alongside real-time/Unity?/light and shadow for dynamic objects? I don't think I need real-time shadows on top of baked shadows, but that's what I seem to be getting and the shadows seem to be tied to one another meaning if I turn off the light altogether I lose my real-time light and shadow as well as the baked light and shadow. Should I set them to Shadowcast instead? Will they still provide Indirect lighting or is this an either or scenario? Am I doing something wrong? My lights are set to Indirect because I want them to provide indirect lighting. Is there a way to fix that? Is that just an editor problem and not something I'll see in a build? If I turn the dynamic (Unity) light off it removes the flickering, but I lose the light I would normally have on the character. I'm seeing my dynamic light flicker when casting shadows onto objects. Another question, I have Distance Shadowmask set for the Render mode.
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