Since lightmaps usually have lower resolution than normal maps, the result may look blurry.If its your first time using Bakery, it is recommended you just click Import.
Experienced users may want to untick the examples folder for a more lightweight installation. ![]() Now Bakery light should have the same yellowish color as Unitys default Directional. The problem is that by default Unity applies gamma correction to light source colors incorrectly. Correct mode can be enabled by scripting, and thats what the Fix button does. If you already have many light sources set up in non-linear intensity mode, and you dont want to change them again, you may skip fixing. Even if you press Fix, you can always revert the change anytime. It will bake both direct and indirect contribution from all lights. If you want to combine real-time shadows with baked GI, change it to Indirect. If you care about quality of lighting, using Linear mode is highly recommended. You may ignore it if you already have a big project set up with incorrect gamma and dont want to change it or when shipping to mobile devices that dont support it. The topmost option in Bakery window allows you to switch between Simple, Advanced and Experimental settings, each succeeding mode revealing more tweakable options. Simple mode is enough for most scenes and its a good way to get started. On newer versions real-time effects are automatically disabled for baked lights, as with built-in lightmappers. If its set to Indirect Only, only indirect contribution (GI) from this light is baked. In latter case you should keep both Unity and Bakery lights on the object, one giving real-time direct contribution, and another for precomputed GI. ![]() It works by generating two types of lightmaps - one with baked color (as in Indirect mode), and another with shadows from static objects. To enable this behaviour, you must have both Unity and Bakery lights on the same object, with Baked Contribution set to Indirect and Shadowmask. Instead you can toggle it in Window-Lighting-Mixed Lighting-Lighting Mode. 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 data is required to combine fully lightmapped areas with normal maps. Plugging it into the built-in Bakery shader can also produce approximate specular response.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |