Comments (3)
Thanks for the pics, I had not tried aura 2 indeed so I am not sure even how they actually work and it would take me a while. If you make a simple repo project with two basic scenes with a similar setup I will be happy to check it out to understand it (no need for your actual project, just something basic).
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Thanks for the quick reply. This isn't high priority for me so I'll stick using my current workflow using Bakery, which also supports prefabs with baked lightmaps and works correctly with Aura 2 and post processing. If you want to investigate this in the future it may help others.
from prefablightmapping.
Ok thanks, definitely will keep it in mind if more people ask of it : ), it wasn't part of the scope to support but I will gladly do so if someone needs it
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Related Issues (20)
- Baking lightmaps break decals until affected materials are Reimported. HOT 2
- Clarification of Light Probes HOT 4
- 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
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