Comments (8)
I have found a related issue #19 where this was discussed.
Any news on this script where probe lights are calculated at runtime?
from prefablightmapping.
Hi , I have a version for lightprobes but I need to integrate it. Let me see if this week or next I can finish and include that in the project
from prefablightmapping.
Hi,
We've just started using this tool as well and it's a lifesaver!
I was wondering if you had any chance to work on getting the light probes to work with instantiated prefabs.
Thanks.
from prefablightmapping.
I have a script for it, I think I might upload it on its own repo. But I will make an announcement here with what the "final" version of that is, hopefully very soon.
from prefablightmapping.
Thanks for the swift response!
from prefablightmapping.
We started to use the tool too. It's very helpful so any news about light probes? )
from prefablightmapping.
Any news about lightprobes support? )
from prefablightmapping.
Ok I am adding a new script to the repo, it works as follows:
-The only setup you need is to create light probes in the scene you will instantiate your rooms in and then do an "empty" bake in that scene. Then this script (LightProbeRuntime.cs) will be in that scene where you instantiate prefabs, and it will wait a frame to calculate the light volume contribution from the lights in the scene (so for this to work properly you need to have those lights be a part of the prefabs rooms/assets you bake, so this script finds the lights and adds their "would be" contribution to the probes). You can easily tweak this to call it at will if you prefer to recalculate probes at different times.
from prefablightmapping.
Related Issues (20)
- Light probes in Interior scenes HOT 1
- Baking lightning on a prefab overwrite other prefabs lightmaps HOT 2
- URP AssetBundle lighting corrupted HOT 5
- "IndexOutOfRangeException: Index was outside the bounds of the array." on MaterialPostprocessor. HOT 5
- As I bake new prefab the old lightmaps gets deleted even they are moved in separate folder
- About Android HOT 2
- Baked lighting is broken upon instantiating from Asset Bundle HOT 25
- Baked light probes
- Baked lighting doesn't work in the build version if Screen Space Shadows is enabled
- Lightmap breaks in the build on a single prefab HOT 1
- lightmaps in the build aren't mapped correctly HOT 2
- Not working on unity 2022.2.13 HOT 4
- I try to bake but it has already taken about 4 and half hours HOT 1
- Transparency in Build HOT 13
- Trying to set shader on a Material Variant HOT 3
- Lightmaps Too Bright on Android Bundle HOT 2
- Incorrect light maps being assigned on instantiation HOT 2
- Prefab only baking/loading one light HOT 1
- How to merge LightingData assets for correct shading working? HOT 10
- Normal maps not showing properly on instantiated prefab HOT 1
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