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Question by kaiyum · Mar 18, 2014 at 03:13 PM · lightmapbakedlighting

specify a prebaked lightmap for a mesh

Hi, Let us assume a mesh with mesh renderer attached to it.

In editor,We will bake the light multiple times. Each time, lightmap will be different as surrounding objects will be different(number,position, orientation, rotation, scale etc) each time. Then there will be a public array(of type lightmap?!) on a script attached to a gameobject(not necessarily this gameobject). There, we will assign our lightmaps to that array.

[Remember: the lightmap is not for a whole scene, rather for a mesh.]

On runtime depending upon logic, I will choose a lightmap for "this" mesh, from "that array".

Can this be done? If yes, how?

Why I need this: A gameobject's light information will change on runtime. Due to performance reason I can not afford realtime lighting. Now you got it, all.

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avatar image kaiyum · Mar 19, 2014 at 08:26 AM 0
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Pardon my ignorance. Unity's lightmap is per scene basis, not per object basis. Guess I have to find some way to bake the lightmap to a texture for a mesh, then.

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