Это конечно замечательно, но давай по русски. Что делать с overlapping UV's когда я кроме стандартных юнити мешей (кубы, сферы и тд.) ничего не использую, почему оно вообще выдаёт это предупреждение при запекании?
In 15 years of using Unity, I've never been able to make lightmaps look anything like the realtime lighting I've designed. Not a single time. I refuse to use baked lightmaps.
Enlighten is used for backward compatibility? It's a dynamic GI baking tool. It works, it was updated around 1 year ago for HDRP. It allows to move lights after the static meshes were baked and to have GI from moved lights updated in realtime. Awesome feature, you should've covered it.
"Enlighten Baked Global Illumination is deprecated (unlike Enlighten Realtime Global Illumination)." Also, "Enlighten is deprecated, and will soon be removed"... ref: Unity docs
I've made custom light maps in 3ds max, separate from the base uv maps for textures. Do I still have to check "generate light maps" to have unity read them? Or will that over write my custom light maps?
@@thvk98 Dont try to grasp onto every light needing a Physical source in an environment. For example: I add 3/4 baked lights to a room, with only 1 Physical torch present