I am trying to bake the results of a complex shader to 2D textures. My workflow is:
1: Assign mesh vertex positions to UV (inside vertex shader)
2: Use an unlit shader and bake result to a render Texture using an orthographic camera and Rendering in it.
My problem is that my complex shader uses texture samples with mip-maps and I fear that I do not get the best result in terms of quality. Should I set the camera as close as possible, or distance doesnt matter since its orthographic? Or is there maybe a better way to bake it?