I’m trying to bake my own lightmaps in Maya, partly because I want more control and partly because I can’t afford Unity Pro. So I baked a lightmap with just “Illumination” as a render pass:
So I wrote a simple surface shader which blends two textures together and applies the result to the Emission property of the material. The problem is, I can’t figure out how to properly blend the lightmap with the object’s color:
- I tried using multiply - the shadows are correct, but the highlights are washed out
- Using screen - Way too much light and no shadows
So how does Unity do it? Or is there an easier way to tell Unity “apply this texture to this object as a lightmap”?
Read my comment from the accepted answer for more details. Here is a screenshot from Unity with the lightmap correctly applied. The advantages of using this method is that I can completely customize the look of my scene with area lights/shadows, advanced GI and AO settings and more.