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Can I access lightmap values directly from within Unity's terrain splat shaders?
I'm trying to wrap my brain around Unity's built-in terrain shaders. My ultimate goal is to reduce the amount of memory consumed by my terrain tiles' textures and lightmaps. This led me to the terrain shaders, and now I'm trying to figure out how to access lightmap data directly from the terrain shaders (specifically, "Hidden/TerrainEngine/Splatmap/Lightmap-FirstPass").
By the way, I'm not even sure I'm asking the right question, so any guidance is much appreciated.
Not quite sure how this would help...the way to reduce memory consumed is to use compression (DXT) or smaller textures.
Right, but when I use DXT1 to $$anonymous$$imize the size, the lightmap values get interpreted poorly by the builtin shaders. I want to start trying to muck about with interpreting the lightmap myself and am just trying to figure out the best way to do that.
And DXT5, of course, results in a texture that consumes twice as much memory, but I don't need the extra precision it provides.