Does Unity have an option to only bake indirect and bounce light into light maps? (if not can this be added)
So the shadows and direct light can be real time!
Does Unity have an option to only bake indirect and bounce light into light maps? (if not can this be added)
So the shadows and direct light can be real time!
Dual lightmapping???
Make two set of lights (one group dynamic, the one casting real-time shadows) and one set only for lightmapping (static bake). Before baking, disable real-time lights, select your static lights (the one youll bake) and make sure they don’t cast shadows.
In your lightmap editor, use single lightmaps (not dual-lightmaps) enable AO, use skylight multiplier till you get your desired lighting. Also make sure your scene ambient light is set properly. Hit bake and let the show begin.
That won’t create a realistic result. If a floor under a tunnel bounces light, because shadows are disabled, it would be a different result. Even if realtime shadows will darken the area. The tunnel ceiling will be bright.
What’s wrong with dual lightmapping ? It gives great results and even saves performance because all the dynamic lights could be baked down on distance. If you need a dynamic moving main lightsource, the result will be wrong anyway.
It’s a hacky/approximate way to what hes asking cause right now there’s no way to only bake indirect and bounce contributions.
But that’s exactly what dual lightmaps is doing. (In UnityPro)
If he needs “only” the indirect result, he could use the dual lightmap output and use it on a single Lightmap scene but except a bit of saved ram, I wouldn’t see the point in doing this, because you would need high resolution shadows in the foreground + huge drawing distance for shadows.
Dude… seriously go look at the different modes of lightmapping in unity… one of those does exactly what this thread is asking for… No special tricks. It comes with unity.
how to render game like this
It isn’t merely rendering the game. Your assets need to have been designed for such an appearance.