The result of an optimization technique that involves prebaking all static lighting and shadows and then applying it as a additive layer on top of static geometry at run time.
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1answer
186 views
Lightmapped prefabs for procedural content
I'm doing a game with procedural content from handmade prefabs, but I ran into a problem as Unity bakes the scene instead of objects when lightmapping with Beast. So when the prefabs are instanced ...
2
votes
1answer
370 views
Lightmapping & runtime combine children
Is it possible to have lightmapping on runtime generated combine children in Unity? It is possible to bake combined meshes when they are done in the editor, but the .apk/.ipa size increases too much.
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0answers
88 views
Rasterization Rules and States
This thread directly concerns lightmap generation; however, indirectly, the rasterization of polygons by the GPU.
I am currently generating lightmaps using a pixel shader. To the shader I send 3 ...