+3
Fixed

lightmap support and Real Time shadows

vincent 10 years ago updated by Freya Holmér (Developer) 9 years ago 10
Hi I'm trying to use Shader Forge together with Unity light maps. But somehow the real-time shadows casted by plants don't show up on a light-mapped mesh. This is when I check the  Light-map Support checkbox. When unchecking the checkbox the real-time shadows are visible but I lose the Light-maps. The default unity shaders don't have this behaviour.

I got a scene in forward rendering with single light-maps. I only want baked shadows on the big geometry. Things like plants should be real time.

Answer

Answer
Fixed
Yeah, this is already fixed in Beta 0.37 / 1.0, which should be releasing this weekend :)
Under review
Lightmapping is probably one of the more time-consuming aspects of SF, because it's very undocumented, and Unity's shader code is adapted to fit only for surface shaders, and require quite a lot of reverse engineering to implement them in the CG shaders that SF is using.

I'm currently working on implementing deferred rendering, which also of course has lightmapping in it, and I'll take another look at the forward rendering lightmapping as well :)
Ooo Never mind my questions... Deferred rendering will fix all my problems. Nice
Sorry, thought I had found a work around, but I didn't after all.

I am currently stuck on this situation as well, but I don't wish to use deferred rendering.
Here's some more information with regards to this problem:




Will there be a fix for this issue in Forward Rendering?
There should be, I'm doing a cleanup pass for the whole flow of the shader compiler. It will take a week or two though
Thank you very much, I will be eagerly waiting. Meanwhile the only two cents I have as to where this problem comes from is to do with the Lightmapping setting in the light, because the mesh can receive shadow from any other non lightmapped light sources, just not the one that was lightmapped.

Any updates on this issue?
Hi Joachim, any news about it?
Answer
Fixed
Yeah, this is already fixed in Beta 0.37 / 1.0, which should be releasing this weekend :)
Now works fine, thanks! :)