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Lightmapping with non-Lightmapped shaders.
Hello, everyone! I wached the Bootcamp presentation from Unite 2010 and there was said that they used only reflective bump specular shader for all of the building models. But there is no reflective bump specular lightmapped shader in Unity. I installed the Bootcamp demo and looked there at the shaders. It seems that they lightmapped the reflective shader. So my question: if I bake lightmaps in Unity I can use whatever shader I want and Unity just calculate some kind of a global lightmap and adds it to the shader? And if so, what are the pros and cons of this method vs old school method of baking shadows in a 3d app? Am I right that if I bake lightmaps in a 3d app I'll have to use only Legacy -> Lightmapped shaders with them?
Answer by Jessy · Nov 21, 2011 at 05:23 PM
if I bake lightmaps in Unity I can use whatever shader I want and Unity just calculate some kind of a global lightmap and adds it to the shader?
Yes.
And if so, what are the pros and cons of this method vs old school method of baking shadows in a 3d app?
The only reason to bother with external lightmapping is if Unity's can't fit into your workflow. But if it can't, then you should tell them about it so that it can in the future.
Am I right that if I bake lightmaps in a 3d app I'll have to use only Legacy -> Lightmapped shaders with them?
Yes, unless you make your own shaders.
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