baking bump into texture for better mobile performance

hi all,

I was reading this guide on graphics optimisation.

https://docs.unity3d.com/Manual/MobileOptimizationGraphicsMethods.html

It made several references to the “Render to Texel Baker” plugin ( Unity Asset Store - The Best Assets for Game Making ) that looked like it could help with the performance of my game. However, it was created with Unity 3 and doesn’t appear to work anymore (I couldn’t get past the Normal Map step in the wizard - the texture import settings it required just don’t seem to be available anymore).

So, I was wondering how people go about baking normal maps (and lighting) into diffuse textures so that less has to be calculated at runtime? I’m open to buying additional software if that would make the process easier, but I have Photoshop and access to Maya. A solution that just required Unity would be ideal though.

Thanks in advance

I have tested Render to Texel Baker before. Its so good but is not complete and is hard to use and bake clean specular maps.Because is limited in shaders
So i instead suggest you to use photoshop to make cleaner normal map baking and much easier:

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exactly what I wanted. Thank you.

There are also tools like xNormal and Blender that can be used to bake maps. In Blender you can do a full bake which will allow you to bake your color, normal (at least how lighting is effecting the normal at that moment), ambient occlusion, etc into a single map. I’m not sure how much it actually helps performance though, you should do it on a few assets, add a bunch of them to a scene and look at it in the profiler before you start crunching all your assets.

cool. Thanks for the tips.

Don’t forget Substance Painter for game texturing

will check it out. Thanks