Hi!
I am using your the great Skyshop shaders in a huge ancient city visualization. So far I am very pleased with the results and the performance. But there is one thing for which I can’t seem to find a solution for:
I really need to get Ambient Occlusion into my textures so that it nicely augments the HDR Lighting in the Skyhop shaders. Lightmapping is really the last resort, because I want to keep things as dynamic as possible (even if the city is mostly static).
I initially planned to bake an AO pass in 3ds Max with the “Render to Texture” feature. However I would have to create a second UV set for that, because my first UV set has many overlapping UVs. As the color textures and the AO texture use different UV sets I can’t just overlay the AO in Photoshop and blend it with the diffuse texture. So this doesn’t work either…
I have no idea how I can get this AO pass into Unity and combine it with the Skyshop shaders. Can you help me here?
I know I could use the old Legacy Lightmapping shaders in order to combine a Lightmap (in this case the AO pass) with a diffuse texture, but this is obviously not what I want because I want to use the Skyshop Shaders.
Do you have any idea how I can achieve my goal?
Is it maybe possible to let Beast only generate an AO map?
SSAO is no option either, because I totally dislike the look of it and the flickering.
Thanks a lot!
Sean