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Lightmap Support not baking the correct brightness
When baking lightmaps with SF shaders, the outcome is much brighter than it should be.
I am using v0.34
This is the shader I am using for this demonstration:
This is my scene, it includes 1 plane and 1 directional light:
This is what happens after I do lightmapping:
I am using v0.34
This is the shader I am using for this demonstration:
This is my scene, it includes 1 plane and 1 directional light:
This is what happens after I do lightmapping:
Customer support service by UserEcho
However this doesn't work with Transparency.
This is the nodes for the transparent diffuse shader:
Inorder to produce the same effect as the Unity shader, I need to double the color multiply by 2 as such:
But doing so will cause Lightmapping issue:
From what I can tell Beast uses Unity's default shaders when it bakes and just pulls in the color or texture from the appropriately named value in the SF shader.
So if you are using, basic diffuse without double incoming light, Energy Conserving, or PBL, you will get very different results after the bake because the light values that your shader needs are blown out when applied to a standard shader.
The only solution I have come up with is having two sets of lights. One for baking and one for my shaders in real-time.
The root of the problem appears to be when Double incoming light is checked, SF is doubling the lightmap contribution.
Is there a way to set up a control for how much of the light map SF mults into the result.
We need "Double Incoming" to only effect the direct light not the Light map.
It seems I am still getting this. I have spent hours trying to fix it, looking online, but not effect.
I am not sure if I am doing something wrong on my side or if it is a SF bug.
I tried things like:
Deferred vs forward rendering (unity and SF settings)
Gamma or linear space
Different Light map settings like Directional or non-directional.
I am clueless. Help is highly appreciated! Thanks!
ah, i found out that this is because the object/material is still being affected by light. where as the default shaders don't (once they are light bakked). Still not sure if it is a bug or me not understand it ;)