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Creating a Unity 5 shader that uses external lightmap and internal GI
For my project I'm finding that Unity's lightmapping takes way too long for the quality. I managed to get some basic functions working on plugging in lightmaps I bake from Blender's Cycles. I'm wonder if plugging it into the illumination slot is best or if there is a specific way I'm supposed to set the shader up to that it can work well with Unity's real-time/pre-computed GI.
Any insight on the matter would be great.
Any insight on the matter would be great.
Answer
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Freya Holmér (Developer) 10 years ago
Before plugging it into emission, multiply it by your diffuse. That way you should get proper emission / indirect light from the real-time GI
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Answer
Completed
Before plugging it into emission, multiply it by your diffuse. That way you should get proper emission / indirect light from the real-time GI
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