Setting to allow specific draw calls to be excluded from the vertex color strength property
Add a way to disable vertex color on most draw calls (to get rid of baked lighting), while preserving it on specific draw calls.
For example:
In this screenshot, the vertex color strength parameter is set to 0
And in this screenshot, the vertex color strength is set to 1.
This causes the lights on the building in the distance, and the neon lights under the car to be colored as intended, but it also introduces baked lighting on other objects (notice how the road and the surroundings are warmer in color). This is undesirable since all the lighting is now realtime.
REMIX-2375 for tracking.
Hi @UncleRito
We believe a recent update to the runtime should address this issue. Please check on the latest build and let us know if it persists for you? Thanks!
Hey @STHAKKARNV What exactly changed with remix here? I don't see any new settings in remix that would allow me to enable or disable vertex coloring on specific texture hashes
@UncleRito - the "Ignore Baked Lighting Textures" category has been introduced for texture tagging on the latest build (see screenshot), and should address the issue you're seeing. Please let us know if you're still having trouble with this.
Hi @NV-LL I've confirmed that this feature does work, however there's a bit of a problem with this approach. I'm working with a large open world game with dozens and dozens of unique textures. Having to go to each part of the big map, finding unique objects and tagging them is going to be a long and painful process. It would be better if instead of a vertex color black list, it was a vertex color white list where the user only has to worry about textures that SHOULD be mixed with vertex colors and enabling vertex coloring for those specific textures only. It'd be suitable for most games since baked lighting is undesirable anyways and should be turned off by default.
This is what Mark suggested