+1
Fixed

Dual Lightmaps Broken with SF

robert briscoe 11 years ago updated by Freya Holmér (Developer) 9 years ago 4

Was doing some testing with dual lightmaps today and found that it is broken with the current version of SF. See screenshot for more details:


Image 63

Answer

Answer
Fixed
This should be fixed in 1.0. Let me know if it isn't!

Additional info: On further inspection it seems that this is due to SF not working properly with Deferred Lighting (disabling dual lightmaps still leaves the transparency issues.


Perhaps you could add dual lightmapping support for forward rendered shaders as hinted at here under the "Dual Lightmaps" section: http://docs.unity3d.com/Documentation/Manual/LightmappingInDepth.html


It would be extremely useful to be able to have single lightmapped shaders able to receive dynamic lights and shadows (For a flash light effect for example) though I suspect this is probably only possible with deferred lighting.

Planned

Deferred rendering is a huge topic which has a whole set of cascading emergent issues and design choices needing to be done. It will be done, but in post-release, not now. I'm not sure if you can get dual LMs to work properly forward rendering, but I'll look into that in post-release as well :)

This should work in 1.0 - could you verify?
Answer
Fixed
This should be fixed in 1.0. Let me know if it isn't!