Currently having problems with light mapping through a custom shader when our team uses version control to share the lightmaps. I’ve had a look around and people mention things about 2nd UV sets and problems with Unity generating lightmap UVs and such.
As it stands, we have lightmap UVs for each object setup in 3DSMax and don’t swap or generate UV’s on any imported objects. However, when we bake the lightmaps on one system and then use the Unity version control, the UVs and sampling on some objects seem to be completely off and look like crap.
I thought at first it was my shader that uses “DecodeLightMap( texture sampled )” but as some objects look correct with the lightmap I am doubtful it’s something with that. I was just wondering whether there are specific settings somewhere that I am missing and whether we need to check in the whole scene aswell as the lightmaps (even though it says no changes have been made to the scene so I don’t actually have an option to check it in).