I suppose this is simple enough, but for some reason I can’t find the documentation for it. I want to access the lightmap UVs that Enlighten generates so I can alter a texture file that runs parallel to the same UV set. How can I accomplish this?
edit: To elaborate, right now I’m using RaycastHit.textureCoord to get the texture coordinates and am writing to a heightmap using that information. I’m basically going for a Splatoon ink/Portal 2 gel style system where you can paint the entire level in blood with no real additional cost depending on how much blood there is.
Unfortunately, my current setup requires that I have a heightmap for each individual area, which is a little cumbersome and leads to some problems with scaling that I’m not a fan of. It also seems like there’s more than a little overhead being accumulated by doing things this way. All I want to do is point to a position on a model and get the packed lightmap coords. This should be easy enough to do, shouldn’t it?