Best way to go about shading in a procedural(big tiles) level?

Hello there, Im considering procedural levels in my project, e.g. having big prefabed tyles that are arranged in a path like formation with different rotations and variations. Here I encounter the problem of not being able to bake my lighting and if I use only real-time shadows I have problems with the shadows on smaller objects because of the vast shadow distance I require in order for the shadows to not pop up infront of you (its a flying game so the player is high and can see pretty far). So my question is, what would be the best way to go about this? Is there a way to fix the real-time shading or can I somehow bake my lighting upon generation of the level. I was also considering baking AO pass in the textures of the prefabed objects in a 3D application but that would leave me without texture atlasing. So optimisation wise and shading wise what would be the best solution?

Thanks in advance :slight_smile:

Well my only guess here would be to generate many lightmaps according to the rotation of the segments and then make prefabs for them and instead using the same prefab with different rotations, use different prefabs with different lightmaps. Of course, that would create another issue which is: how will you blend the shadows in the lightmaps between the tiled segments.

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