I’m hoping to use one of the legacy lightmap shaders with a texture created by Beast. I assume that the Lightmap shader uses the second UV channel for its reference. I also assume that this channel is what Unity uses when you click “Generate Lightmap UVs” in the Inspector of an object in the Project.
If both of my assumptions are correct, why does the mapping not line up? (Because I’m not correct?)
As far as I know, it should work fine. Unless there’s some differences in the way shaders work in v3 which could be breaking earlier shaders. Otherwise should work.
Yeah, I thought it should work. But it doesn’t. It’s like the floor object has 3 sets of UVs. 0 for the basic texture, 1 for the shader and 2 for Beast.
Does anyone know why this would not be working?
I have the very same problem here, did you find out the problem??
Thanks
EDIT: I found out the problem!! if you want to use a second uvset, or you create your second uvset in your 3D Program or using the option “Generate Lightmap UVs” from unity, only use one of these options because if you create the second uvset in your 3D program and also in Unity, you get the error, remember that unity suports only 2 uvs sets, i think.
Ok, this problem was caused by my attempting to use one of the Reflective Mirror shaders on an object that had been Beast lit.
Turns out I needed to get a custom shader written by a programmer in order to get it to work. Having done that, it now works.
(The fact that this was required really chafes my ass, but that’s Unity.)
Anyway, the coder is Texel. Look him up if you need this, or any other custom shader. His rates are quite reasonable.
Sup guys,
I’m having the same issue as the original poster and after reading the Loard answer, which is what i had, a second UV layer for the lightmap, I’m still having problems when generating a lightmap from Beast to an imported model. Is there a way to indicate the 2nd uv layer for Beast? Or will I have to check the generate UV coordinates on unity import settings (it crashed unity last time i tried it)?
3D software of choice: Blender.
Also in lightmapping->object->atlas make sure the scale is 1, and offset 0, I had the same issue where it didn’t line up.
Btw, how do you make a lightmap shader in unity ? I look in the references and they only used emission, however if I only play with emission, I won’t have shadows and AO.