Hi everyone,
Just a quick question, how can I make the lower LODs of a model use the same lightmap data as the highest one to save space in the texture?
Hi everyone,
Just a quick question, how can I make the lower LODs of a model use the same lightmap data as the highest one to save space in the texture?
It’s unfortunately not something we support out of the box currently, but we plan to address it in the future.
You can manually implement this by copying the lightmap index and transform (Unity - Scripting API: Renderer.lightmapIndex, Unity - Scripting API: Renderer.lightmapScaleOffset) from the LOD0 MeshRenderer at runtime.
There are also some community made solutions for this you can search around for.