I’ve run into a snag. I have my test mesh set up in unity, with wonderful water effects, a few trees, and realtime shadows.
Unfortunately the realtime shadows aren’t perfect for this mesh, as light bleeds in. And also in the interest of performance (even though it’s a small scene) I’ve decided to try lightmapping.
To best understand the situation, you should know that the mesh has multiple materials.
I see that I can apply the lightmap to each individual material by selecting the lightmap shader. But I have a lightmap that encompasses the whole mesh, not the individual materials. Is it possible to generate a material for the whole mesh in Unity in order to place the lightmap, which is for the whole mesh?
-Whystler