Shadow complex map guide5/20/2023 ![]() It is compatible will most shaders, only generates one additional map and the runtime overhead is minimal. ![]() This mode is similar to what Enlighten and Progressive bake in Unity. To learn how to use custom shaders with procedural normals in this mode, read Normal Mapping section. Other problems include aliasing at distance due to lack of mipmapping and denoising step potentially smudging the detail. Since lightmaps usually have lower resolution than normal maps, the result may look blurry. Still no directional data, but normal maps are taken into account when rendering the lightmap. No directional data, single color per texel. Plugging it into the built-in Bakery shader can also produce approximate specular response. This data is required to combine fully lightmapped areas with normal maps. Standard lightmaps only store a single color per texel, while directional lightmaps give shaders a hint of how lighting changes over a hemisphere around the texel. This checkbox is only visible if you chose shadowmask and simply toggles equally named setting in project’s Quality Settings.Ĭomparison of different directional modesĭefines how directional information is baked. Unmarked lights will be baked as in Indirect mode. To enable this behaviour, you must have both Unity and Bakery lights on the same object, with Baked Contribution set to Shadowmask and Indirect.
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