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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?
You could look into baked lighting inside your 3D modelling application.
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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