For some pieces of world geometry, I have “decals” that are being applied to the terrain - basically semi-transparent (achieved through vertex alpha blending) objects that are overlaid on the base geometry to simulate blending of textures:
Bare:
Combined:
This works great for its intended purpose, and fits the look I was going for, in realtime lighting.
The problem now is, in wanting to add some ambient occlusion to the scene and baking the lighting - these decals are being treated as if they were on large opaque quad:
Just wondering if there’s any workaround for this? My lightmapper settings are as follows: