Hi,
I would appreciate any direction on how to take a Texture2D, and multiply it on an existing Material.
This would be the similar functionality I imagine to what Beast is doing behind the scenes, when it is applying lightmaps to objects after rendering.
I’m not looking to use the built-in shaders, rather I want to add a script to a GO that does this.
Thank you!
Not really sure what you’re asking, since a Texture2D and a Material are completely different things that can’t be multiplied in any way. Are you talking about combining two different textures?
–Eric
Hi Eric,
Sorry, I meant multiply in a shader sense.
Hopefully this is a bit better in explaining:
- Add a static mesh to a scene.
- Set the mesh to be ‘Lightmap Static’
- Add any material, or just use the default assigned… it doesn’t matter.
- Add a light to the scene, and set it to be ‘Bake Only’.
- Now bake the lighting in the scene.
- Beast has baked out a lightmap texture.
This texture is automatically combined with the material applied to the mesh.
To summarize:
- I would like to attach a script with a public Texture2D var, to an object with a mesh renderer.
- I would then assign a lightmap texture via a public var.
- The lightmap would be applied to the material on the object, in the same manner as what Beast does.
Mike
Actually I thought further on this last night, and have an idea I’ll try in the next day or so.
If it works out I’ll follow-up.