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jaspervandenbarg avatar jaspervandenbarg commented on July 1, 2024

I solved the problem by commenting out the following:

static void ApplyRendererInfo(RendererInfo[] infos, int[] lightmapOffsetIndex, LightInfo[] lightsInfo)
    {
        for (int i = 0; i < infos.Length; i++)
        {
            var info = infos[i];

            info.renderer.lightmapIndex = lightmapOffsetIndex[info.lightmapIndex];
            info.renderer.lightmapScaleOffset = info.lightmapOffsetScale;

            // You have to release shaders.
            //Material[] mat = info.renderer.sharedMaterials;
            //for (int j = 0; j < mat.Length; j++)
            //{
            //    if (mat[j] != null && Shader.Find(mat[j].shader.name) != null)
            //        mat[j].shader = Shader.Find(mat[j].shader.name);
            //}
        }

from prefablightmapping.

Ayfel avatar Ayfel commented on July 1, 2024

Yes, I was going to mention that, the shader "release" is there for some issues that were found on some versions/builds/bundles

from prefablightmapping.

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