![]() Honestly, I would advice to do all lighting stuff in Unity, because it has very fast lightmapper. ![]() Here you can see how various passes (Diffuse, Lighting, etc) sums up to produce the Complete map.Īs a variant, we can just bake the Diffuse texture and leave light baking to Unity. As a bonus, it takes less space on hard drive. Sometimes, it’s just more convenient to have one texture. So we can just bake lighting (and every other texture) to one package. Real-time Global Illumination is very heavy performance-wise. Surely, it demands some Global Illumination solution. In our example, we have a grungy room with a window. Yep? 2. PerformanceĪs we will have just one texture, in some cases we wouldn’t even need to calculate the lighting at all in the game engine. Then it will be easier to replicate the look in Unity, by inserting this texture in some shader. What we can do is to bake everything in 1 texture (all shadows, multiple layers of awesomeness, etc). Now you want to transport it directly to Unity, while retaining the look.Įxporting just the diffuse texture won’t to the justice to this uber material of yours, because Unity shader system differs from what Blender has. Imagine you have achieved some spectacular shader in Blender scene, that involve multiple texture layers, wicked mix using grunge map and so on. Essentially, we take everything – direct lighting, reflection, diffuse color, indirect illumination, ambient occlusion – and try to pack it into 1 texture.
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