Question about Enlighten workflow.

I read an artical about how Enlighten works here:

It seems to calculate a lightmap on a mesh which is a simplified version of the level geometry. Is this how it will work in Unity? I’d like to know how this simplified mesh is generated. Is it automatic or does the artist have to construct it themselves?

I’d really like more information in general. I’m finding it hard to plan anything when I have so little of an idea how it’s going to work.

I don’t think this workflow applies to the Unity implementation, but I could be wrong. It would be good to get clarification!

You just set up your shaders, then let Enlighten do it’s thang. Nothing complex about it luckily enough…

Actually, there’s a reason why they do what they do in that article, and it has to do with performance. Give me complexity dammit!

Yeah, I asked this question back in July, way before there was any information anywhere about the Unity implementation. It’s clear now that it doesn’t work that way in Unity.

I do find it interesting that in the article the indirect light uses the bump maps correctly, while it seems they still don’t have this working in Unity as far as I know.