I am using Unity to render some data for a Computer Vision problem.
I want to be able to change the HDR environment cube-map texture at run-time, and still get nice environmental lighting.
I know I need to call DynamicGI.UpdateEnvironment()
to update the image-based lighting effects, but this call is rather slow.
My scene geometry consists of dynamic meshes.
As I will have a fixed number of environment textures, is there a way of caching or pre-computing the image-based-lighting maps so I can avoid the expensive UpdateEnvironment
call? Or is there a way to set the diffuse and specular image-based-lighting components manually?