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Lightmapper with custom shader Emission Map
I know that we can bake the Emissive map of a shader using the _EmissionLM Variable. in the shader code, the variable:
_EmissionLM ("Emission (Lightmapper)", Float) = 0 does nothing, but the Beast lightmapper recognises it anyway. When I build my custom shader the same way, I can't get any emission on the lightmap. What am I missing?
Answer by maxxa05 · Aug 26, 2012 at 02:36 AM
got it, I had to name my emission map _Illum ("Illumin", 2D) = "white" {} and I had to put Self-Illumin/ in the name of my shader.
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