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Question by Jandaia · Oct 07, 2014 at 11:35 PM · lightinglightmapbakebeastself-illumination

How to bake emissive objects into lightmap?

I want to create a City Night environment with some lit windows on the buildings. I want those windows to get lit by the lightmap. When I use emissive shaders with the window mask as illumin map, the windows illuminate other objects, but don't get lit themselves. To show this, I did a simple test with a emissive ball and a plane.

What I got was this:

alt text

Only the plane gets the lighting from the bal. Nothing gets baked in the balls lightmap.

What I want to achieve is this:

alt text

I can't use emissive shaders in runtime due to performance reasons in mobile. I must use unlit(supports lightmap) shader. I need the sphere to get lit by the lightmap as shown above.

Is there a way to do this??

Thanks!

screen shot 2014-10-07 at 5.05.14 pm.png (19.4 kB)
screen shot 2014-10-07 at 5.05.02 pm.png (21.5 kB)
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Answer by MakeCodeNow · Oct 08, 2014 at 04:15 AM

The usual trick is to paint the windows to be bright white in the diffuse texture. That matches the emissive behavior in the rendering even when you use a simple unlit shader in the real game. Basically, paint the building night texture as if it was a photo of the building at night.

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avatar image Jandaia · Oct 14, 2014 at 02:15 PM 0
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That would not work because the building have tiled textures. If I paint the difuse, all windows will be lit. I want to have a few windows lit. $$anonymous$$y ideia was to bake all lit windows in a lightmap, erase some of them in photoshop and then use this as a mask for emissive shader using lightmap uvs, then bake the final lightmap with some lit windows. But I guess this wil not be possible.

avatar image MakeCodeNow · Oct 15, 2014 at 06:04 AM 0
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You can still use tiled textures but have each tile contain a few windows. That way you can mix it up but still be memory efficient.

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