Hi guys,
I’m messing around trying to get Dual Lightmapping working with an isometric camera - it’s a very oblique angle, looking down at about 60°, and with a narrow field of view – I’m zooming the camera by changing the FOV between 7° - 12°. I can get the dual lightmaps working if I pull the camera right back, but then I’ve got to narrow the FOV right down which defeats the purpose…no matter what LOD settings I use, it doesn’t seem to have any visible effect.
Does anyone know how if the bias (SurfaceTransferSettings) is applied only in baking or it’s used in the renderer also? And if not, where does the renderer get it’s depth instructions from?
Alternatively (and perhaps better, if more work), do you think it’s practical/do-able to mask out an area (i.e. a circular gradient from the center of the screen) for blending between lightmapped and realtime lighting? Essentially, everything important is in the middle of the screen for me, not in the distance.