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Question by Project-Mysh · Oct 22, 2014 at 02:23 PM · colorlightmapvertexcolorsdiffuse

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?

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avatar image MrSoad · Oct 22, 2014 at 02:26 PM 0
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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.

avatar image Project-Mysh · Oct 22, 2014 at 02:45 PM 0
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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.

avatar image MrSoad · Oct 22, 2014 at 04:11 PM 0
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Sorry, no idea :(

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