Hi guys, I’m having a bit of trouble getting my head around shaders.
My background is quite detailed, but the shader I want is very very simple. I’ve built light-maps for everything, and they are looking nice. These are my trials:
“Mobile/Diffuse Detail” Performance isn’t particularly good, but it looks perfect (45fps)
“Mobile/Legacy/Lightmap/Lightmap only” Performance is ok, but everything is black (51fps)
“Mobile/VertexLit” Performance is better, but everything is blown out. (52fps) (I’ve disabled all of my lights, just using the light-map)
Can anyone please advise me on the best way to get/make a FAST shader, that is just diffuse * light-map?
Also, am I correct in thinking that batching will be even more important since using a light-map will double the draw calls?
Well, if you used beast for the lightmaps, then you should be able to take mobile/diffuse. Beast leightmaps are not visible in the Material Info, they get hooked in later.
/mobile/unlit. is for example using this.
In case you made your own lightmaps in your 3d modelling app, you need to use the legacy ones.
“Mobile/Legacy/Lightmap/Lightmap only” as you said should be one of the fastest. it also doesn´t calculate Lighting in, so no extra diffuse.But you say your model turned black. Hm. This might be a UV Issue. You need 2 UV sets. One for the main, and one for the Lightmap.
Make a quick test with a sphere, some image for lightmap. If this works, you have issues with the UVS.
Or you turned the Main Color of the Material to Black.
These legacy shaders are also very easy to open in your scripteditor and to hack around to create your own.
Ok, I’ve installed a clean version of Unity on my laptop and had a look at the available shaders, and the list of mobile shaders is totally different to the ones i have available on my development Mac. Same versions of Unity.
How can I copy the shaders into my project? I can’t seem to find the files anywhere?
hello! I’m just confused why unity guys didn’t do this themselves. I pasted just only one word into mobile legacy lightmap only shader and now it displays correct strong lighting