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Question by Guilherme-PX3 · Apr 18, 2020 at 08:23 PM · prefabshadersmobileoptimizationbakedlighting

Issue while using shader for instantiating a baked-lighting prefab

I was trying to optimize my game by using baked lights on instanced prefabs, like house interiors, but the lightmap uv does not apply correctely for each object. I found some old samples on the forum, and I tryed to apply it to multiple objects.

I saw that DecodeLightmap could be the solution for it, but I still got those results as in the image, and I have a very basic knowledge about shaders.

alt text

 Shader "Custom/Lightmap Prefab V2" {
 
     Properties { 
         _MainTex ("Main Texture", 2D) = "white" {}
         _Color2 ("Color", Color) = (1, 0.5, 0.5, 1)
     }
 
    
     SubShader 
     {
 
         
 
         LOD 200
  
         Tags 
         { 
             "RenderType" = "Opaque" 
             "Queue" = "Geometry" 
         }
          
         Pass
         {
             Cull Off
             Fog { Mode Off }
             AlphaTest Off
             Blend Off
  
             CGPROGRAM
 
             #pragma multi_compile LIGHTMAP_ON LIGHTMAP_OFF
 
             #pragma vertex vert
             #pragma fragment frag
             #pragma glsl_no_auto_normalization
             #include "UnityCG.cginc"
                  
             sampler2D _MainTex;
             float4 _MainTex_ST;
 
             half4 _Color2;
  
             // sampler2D unity_Lightmap;
             // float4 unity_LightmapST;
  
             struct Vertex
             {
                 float4 vertex : POSITION;
                 float4 uv : TEXCOORD0;
                 float4 uv2 : TEXCOORD1;
             };
  
             struct Fragment
             {
                 float4 vertex : POSITION;
                 float4 uv : TEXCOORD0;
                 float4 uv2 : TEXCOORD1;
             };
  
             Fragment vert(Vertex v)
             {
                 Fragment o;
                 o.vertex = UnityObjectToClipPos(v.vertex);
                 o.uv.xy = (v.uv.xy * _MainTex_ST.xy + _MainTex_ST.zw);
                 o.uv2.xy = v.uv2.xy * (unity_LightmapST.xy / 2 + unity_LightmapST.zw / 2);
                 //o.rgb *= (DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv[1]))) * _Power;
 
                 return o;
             }
                                                  
             fixed4 frag(Fragment IN) : COLOR
             {
                 fixed4 output = fixed4(0, 0, 0, 1);
                  
                 output.rgb = _Color2 * tex2D(_MainTex, IN.uv.xy).rgb;
                 output.rgb *= 2 * DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.uv2.xy));
 
                 //(DecodeLightmap(tex2D(unity_Lightmap, i.uv[1])))
                 
                  
                 return saturate(output);
             }
              
              ENDCG
         }
     }
  
     Fallback Off
    
 }

If you could explain would be awsome to me to learn more :)

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