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Question by NerdRageStudios · Mar 03, 2015 at 10:28 AM · renderinglightmap

Lightmapping with procedural level generation

Hi all, I have written my own level generator to randomly generate my levels from prefabs on runtime. However, its starting to get expensive on drawcalls with the lighting as I am using pixel lighting to create shadows in deferred rendering. Is there any way to generate lightmaps for a prefab and then load them in on runtime so that I can save render time?

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avatar image Cherno · Mar 03, 2015 at 05:28 PM 0
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You could look into baked lighting inside your 3D modelling application.

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Answer by giulio-pierucci · Mar 03, 2015 at 05:37 PM

http://answers.unity3d.com/questions/206655/switch-lightmaps.html

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Answer by nIcardoza · Jan 16, 2017 at 05:33 PM

One suggestion is create LightProbes in the scene and disable the lights once its backed. Use one light for casting shadow.

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