If I change the shader of the trees to anything other than Nature/Soft Occlusion the textures are visible again. Further investigation reveals that the objects are still there, but the texture is transparent. Once the process of baking is finished, I will have a nice shadow on my floor, generated by the static trees, however the trees have disappeared. I will then select my directional light within the scene and open the lightmapping window and press on 'Bake' which would generate lightmaps for the full scene. Floor as well as trees are marked as 'static'. My floor is having a normal diffuse shader. Problem now is: I have trees which consists of 2 materials / textures which I have defined as having 'Nature/Soft Occlusion Bark' and 'Nature/Soft Occlusion Leaves'. Now I stumpled upon the integrated Beast lightmapping in Unity which would serve me better as I like to manage all my objects within Unity. ![]() Hi all, I used to bake my lightmaps for my environment within a 3D modelling app and apply them within my Unity project via a basic Lightmap shader (Diffuse + Lightmap). On loading the scene, the shaders Nature/Soft Tree Occlusion Leaves and Nature/Soft Tree Occlusion Bart do not work correctly on ter. Trees turn black after baking lightmap Question (self.Unit圓D) submitted 1 year ago * by Apantuck So, I have some custom trees using the 'Nature/Tree Soft Occlusion' shaders and they looked great before baking a lightmap.
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