Fixed using OpenImageDenoise via Network Baking. Fixed objects not baking if GameObject had multiple renderers with the first one being unsupported. Fixed a bug where some LODs didn’t receive bounces from some other LODs (v1.8 regression). Fixed denoiser benchmark failing due to some version control systems locking the files. Fixed terrains not receiving some local lights due to incorrectly computed bounds. Fixed terrains not baking properly due to DrawInstanced property. Enabled proper HDR mode for the OptiX 7 denoiser, which is now recommended for HDRP. Fixed incorrectly baking HDRP scenes with very high-intensity light sources. BakeryVolumeReceiver example script was updated to also affect skinned meshes. BakeryVolume UI now shows estimated VRAM usage given current settings. Added a global option to control how the sample adjustment algorithm handles low-poly objects with smooth normals. Added a global option to enable alternative “Scale In Lightmap” behaviour (closer to built-in). Added a global option to select volume render mode separately from the lightmap mode. Added a global option to control the amount of info written to the console. Added a global option to delete previously baked lightmap files before baking. Global options from ftAdditionalConfig.cs were moved to Project Settings. Added OnFinishedReflectionProbes event. Added volume creation option to Bakery->Create menu. AO intensity now works in Ambient Occlusion Only mode. Baked Normal Maps mode now uses the expected per-pixel MikkTSpace on URP/HDRP. Clear Baked Data menu now has more options. Lightmaps are no longer reset if the bake was canceled. Added support for custom shader-based transparency. Added volume compression for desktop/consoles (BC6H/BC7 format). A new experimental system to split scenes into separately bakeable chunks. You can easily tweak this to call it at will if you prefer to recalculate probes at different times.- Added BakerySectors. Then this script (LightProbeRuntime.cs) will be in that scene where you instantiate prefabs, and it will wait a frame to calculate the light volume contribution from the lights (only point lights for now) in the scene (so for this to work properly you need to have those lights be a part of the prefabs rooms/assets you bake, so this script finds the lights and adds their "would be" contribution to the probes). You need to create a uniform lightprobe group in the scene you are going to instantiate prefabs at, and then do an "empty" bake in that scene. I added a new script that can be used to use lightprobes with your lightmapped prefabs. Original idea came from Joachim_Ante in the Unity forumsįeel free to use this project in all commercial and personal projects ) Runtime Light Probes *There is also an issue with Probuilder Objects so make sure to bake those meshes down so you don't use Probuilder objects in the prefabs. Try playing with the option "Lightmap Modes" and setting it to Custom if it's not working. If you find problems when building make sure to check your graphics settings under Project Settings, as shader stripping might be the cause of the issue. Remember that if you are not instantiating your prefabs at runtime you should remove the static flag from the GameObjects, otherwise static batching will mess with uvs and the lightmap won't work properly. After the bake is processed you can now spawn your prefabs in different scenes and they will use the lightmapping from the original scene. Set up your lighting and in the editor go to Assets->Bake Prefab Lightmaps. Place your prefabs in the scene with this script at the root. Script for saving lightmapping data to prefabs.
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