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Question by scottharber · Mar 08, 2016 at 05:39 PM · shaderlightmap

Lightmap emission with custom shaders?

I have a custom emissive shader in Unity (the shader is not deferred). When I bake lightmaps, the emissive shader does not light the surrounding environment with its emission. But when I bake using the Standard shader, it does.

How do I make the emission of a custom shader behave the same way as the Standard shader when lightmapping? I couldn't find any documentation for how to do this.

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Answer by scottharber · Mar 09, 2016 at 12:44 PM

Found it. Sharing the love in case someone else has this question and finds this thread:

 // ------------------------------------------------------------------
         // Extracts information for lightmapping, GI (emission, albedo, ...)
         // This pass is not used during regular rendering.
         Pass
         {
             Name "META" 
             Tags { "LightMode"="Meta" }
 
             Cull Off
 
             CGPROGRAM
             #pragma vertex vert_meta
             #pragma fragment frag_meta
 
             #pragma shader_feature _EMISSION
             #pragma shader_feature _METALLICGLOSSMAP
 
             #include "UnityStandardMeta.cginc"
             ENDCG
         }
 
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