![]() ![]() ![]() emissive boost 1, inderect boost 5 GI 0 works in my caseħ. global ilumination samples 64 samples 5 i notice that going any further in samples make any diference in my case,Ħ. Texels in my case i tried a lot but i get an amazing smooth result using as high as 250 i know is a bit over kill but it looks really good, but to be honest with 50 to 80 is descent lower than that in my case gets unusableĥ. Thanks atomicjoe, i got some pretty good results some testing and digging a litle bit more found some great improvemets, its look pretty good in the VR OC quest 2 ,īasic info for this to work really good ( be aware that is my especific case of use may not work in other scenes)ģ in player settings highquality lighmaps ( works beetter for me, but in low quality i got some decent results)Ĥ. The noise is quite huge! Maybe you should also try increasing the resolution. These advices (about bright edges) may help you: But you can, in fact, just type any higher value in the text box:Īs atomicjoe said, it's just texture compression (or denoising. Tell me what graphics API you are using? (target platform?) Try leaving only one of these and see which one works? (remove the other part, as well as #if, #else, #endif lines, save, then click Save Asset in the graph editor of any affected graph) You can see this branch in BakeryDecodeLightmap.hlsl:Īpparently on Metal, the API used by URP is different, I'm not sure about other platforms. There is some weird API difference on different platforms and I'm not sure what triggers it exactly. Similar approach can be sometimes used for trees, when you also have a combination of huge object count and huge complexity of every object. Getting good reflections is super important for cars. However, I think it's also a valid approach in your case as well. In my case most cars can also move, so it's obvious I can't just bake them like static objects. Decals are baked in the same pass where I bake Skylight and they look like this: You can also use a regular Unity "projector". Use a deferred "AO decal" underneath the car. Use Volumes for their lighting (light probes can be used too, but will give less precision). Or you can just bake regular texture lightmaps and put them to AO slot of the material. Bake Skylight to vertices once for every car type. In my game (where I have many cars, some up to 80k) what I do is: Personally I think that baking a ton of highpoly cars is not the best idea. I guess they did it because the majority of existing tools leans towards per-pixel. It's just important that baking tools use the same as the engine. Please try itīoth of those spaces are valid, they are just different. However, because the same data is also reflected in *.meta files of the models on the majority of Unity versions Bakery supports, I didn't actually need to depend on ftGlobalStorage.Īnyway, I've just pushed a patch to github! Seems to fix the issue in my tests. Manual reimporting worked, because the Asset Database was now initialized. My model postprocessor was trying to load ftGlobalStorage via LoadAssetAtPath, but it failed, so it skipped the model. So the problem was that the Asset Database was not fully initialized when you launch the editor and when it starts importing stuff right away. You reimport them one by one, and the UVs are fixed Assets are reimported, but baked models don't look right You clear project's Library folder (any particular reason for that?) Here is the list of things you can check: On your screenshots the problem is not just the pixelation, but likely Unity being in dLDR mode. Weird! Is it generated every time you bake? If so, I can try clearing it automatically. ![]()
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