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Realtime UV lightmaps vs Baked UVs for meshes
Hi all,
I've just understood how SCALING of realtime LIGHTMAP UVS work for meshes in unity, but I need to know if the scaling of the UV's you see for the BAKED lightmap in the editor are the same scale wise for the REALTIME UV Lightmap. Does a mesh have one UV scale... for both baked and realtime lightmaps essentially? Im getting strange results
See pics:
this post goes into good detail about uvs of lightmaps & realtime too:
https://blogs.unity3d.com/2015/11/05/awesome-realtime-gi-on-desktops-and-consoles/
Thanks, helpful but does not answer my question exaclty
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