Laurent

Results 11 comments of Laurent

Hi ArieLeo, I've been thinking about this recently and it would require major modifications to support blending. As far as I know the lightmaps still have to be Texture2D assets...

@ArieLeo do you have an opinion on what solution you would prefer ? Do you see other possibilities ?

Hi, the lightprobes are saved in the lightmap data component which is in the master scene so this means it can only access the lighting scenarios you have built before...

> > Hi, the lightprobes are saved in the lightmap data component which is in the master scene so this means it can only access the lighting scenarios you have...

Hi, I was curious to see how long it would take to convert the data to scriptable objects so I did a quick version. You can check out this branch...

I have made some improvements to the scriptable object branch as I think this is the right way forward. Storing the lighting data in an asset is nice as it...

Right now the LevelLightmapData is in the geometry scene and it loads lighting data. In order to associate a lighting scene with different geometry scenes there should be a persistent...

Latest changes allow a new workflow outside of the geometry scene. One can create a lighting scenario data asset in the project, from there type geometry scene name and lighting...

Hi ! As this is not an officially supported unity workflow, I can't really ask for a fix on unity side. Storing right after build however works on SOME unity...

Trying a similar workaround ^^ if it works I'll put it in a branch. In the meantime I'll see if I can reproduce the bug with messed up lightmaps without...