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Question by laur-ganta · May 24, 2017 at 02:30 PM · shaderlightingblenderoptimizationenvironment

Most optimized way of baking light information for mobile?

Hello!

Background:

I'm working on a 3D game for IOS / Android and I want to get the best performance possible.

In regards to illumination, the best way I thought was to create a simple optimized unlit shader, that can also display light information (shadows and AO), that I bake in Blender:

alt text

This system works independent of Unity's lighting system, which is turned off in my project.

Other than overlaying the lightmap texture over the diffuse texture to get a single texture and using a simple unlit shader, I doubt there is a more optimized way of working with lighting. (I want to be able to tile the diffuse texture, but obviously not the light information, that is why I do not use the method I just mentioned).

I could use Unity's system of baking the lights, but that would require me to use shaders that take into account lighting, if I'm not terribly mistaken. I do not want to use any processing power for calculating any lighting at runtime.

Question

What do you think of this workflow?

My main issue is that I want to be able to create/ adjust the environment in Unity, but as you can see this workflow is fairly rigid and if I want to change something about the environment in Unity, I'd have to go back to Blender and bake the light again, export, prepare it then use the new light information. Moreover, I want to use a tool for procedural level design, but that would be imposible if I want to keep this way of handling light.

How could achieve something like this and still be able to design my level in Unity Editor?

Thank you for your time!

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