I have seen lots of guides on using baked texture lighting in Unity, but I have been unable to locate how to used baked per vertex lighting in Unity, is this possible? The Maya FBX exporter doesn’t seem to have any parameters for including vertex colors.
Only a few of Unity’s shaders actually respect vertex colors. Like most things in realtime 3D, using vertex colors has a cost, so unless there actually are some, you don’t want to spend those extra resources.
I’m pretty sure that baked vertex lighting is the cheapest form of static lighting there is? I’m talking about baking lighting information per vertex into the model in maya and then using no runtime lighting from Unity.
Yes, baked vertex lighting is very cheap. It’s just that almost none of built-in shaders do vertex colors (because 95% of people don’t use them at all).
No C3D doesn’t. I was building the meshes with code (terrain).
One multitexturing technique (e.g. the way World of Warcraft blends textures – I think) is done by using a bunch of geometrically identical meshes with different single textures + vertex transparency. For refinement, you toss out all the polygons with only transparent vertices (make sense?)
So a road can be implemented by taking only those polys from the base mesh with some level of road on it, painting their vertex “weights” and setting their texture to the road texture.
I would suppose that pixel shaders can achieve the same thing with only one geometry mesh and one set of vertex weights (e.g. by treating different subranges as different textures).
My workflow is usually to batch bake a set of basic highlights and shadows with mental ray, and then go in my hand and touch everything up as described in the above tutorial. Here are a few vertex-lit-baked levels that I am trying to get running in unity: