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Vertex colors as diffuse in lightmapping.
Im using a custom and simple shader for mobile that uses vertex colors as diffuse.
The shader works fine, but the problem comes with lightmapping: Beast lightmap reads my scene like all objects are "white" and I need beast to read the vertex color information like _MainTex or _Color to get bounce light color variation (GI at last).
Any ideas to do that?
Are you talking about "Global Illu$$anonymous$$ation" it sounds like you are. If you have Unity pro turn this on, if you don't you can't do it in Unity. You will have to try and bake your scene/lightmaps in your modeling package then import them.
Im using unity pro, and Baking global ilu$$anonymous$$ation its working, but reads all objects as they are "white", so the only color that bounces is white (using vertex colors ofc). If you try it using a normal texture with the property "_$$anonymous$$ainTex" you will see that the colors of the texture are bounced to other surfaces when baking lightmaps. Im asking to do the same but using vertex colors.
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