edit: after more experimenting it seems this is default with the simple Lit shader below, I just had to remove the scene’s light and tune the sky/exposure settings. additionally, I dropped the baked gi node onto the baked gi slot on the fragment node rather than multiplying it by the texture.
I’m loading geometry and lightmap data at runtime and I need a shader that is simply the unlit texture multiplied by baked lightmap data.
It seems HDRP’s Unlit doesn’t have access to lightmap data, and with Lit I can’t find a way to render the texture with only the baked lighting data.
Any way I can achieve this?
My current graph: