Editor tool for generating mesh ambient occlusion per-vertex and baking it inside mesh vertex buffer.
• Includes 3 types of solvers for high-detail and low-poly meshes.
• Generated ambient occlusion can be saved inside any mesh vertex buffer (uv0-uv7, normal, tangent or vertex color).
• Ambient occlusion solver can interact with surrounding objects.
• Mesh doesn’t need UV coordinates for AO calculation.
• Built-in mesh combine and optimization tools.
Hi,
You’re mentioning this is also included with Mesh Materializer.
But I can not find “Occlusion Render” option in Mesh Materializer.
Is this feature only available on this asset or an update is coming to MM with “Occlusion Render” feature?
Occlusion Render solver will be added to Mesh Materializer in coming update.
Raycast solver is already there.
Edit:
Ambient occlusion and indirect lighting generator will be the same as in Mesh Materializer.
All features added to this plugin will be added to Mesh Materializer too.
It is not broken
In your case you need to change Mesh Asset Name property to some with (ID).
For example: (meshName)_(ID).
By default it’s set to (AO)_(meshName) - it means that generated meshes (not main prefab asset) will have original mesh name with AO prefix.
If in target selection are multiple meshes with same name - each one will overwrite previous inside save folder.
Property with (ID) prefix/suffix will prevent it. As every object in Unity has unique ID, converted meshes will have also unique names and will not overwrite each other inside save folder.