Difference between revisions of "Community extensions"

From Bakery GPU Lightmapper: Wiki
Jump to navigation Jump to search
(Debug tools)
(Debug tools)
Line 13: Line 13:
 
[https://drive.google.com/open?id=1ZTPgio3iUamhEbx7h4pq3h7BFe6o75A9 Download]
 
[https://drive.google.com/open?id=1ZTPgio3iUamhEbx7h4pq3h7BFe6o75A9 Download]
  
A small suite of debugging tools I use for development. Add some new options to Bakery menu:
+
A small suite of debugging tools I use for development. Adds some new options to Bakery menu:
 
* Debug select storage: selects the invisible storage object in the scene so you can see actual saved values (lightmap, renderer, light lists, etc),
 
* Debug select storage: selects the invisible storage object in the scene so you can see actual saved values (lightmap, renderer, light lists, etc),
 
* Clear useless data: clears some temporary data on the invisible object. This shouldn't be needed, as it's always performed after the bake anyway.
 
* Clear useless data: clears some temporary data on the invisible object. This shouldn't be needed, as it's always performed after the bake anyway.
 
* Debug asset: if "Adjust UV padding" was used to alter the model, will log saved mesh/padding settings of the selected asset.
 
* Debug asset: if "Adjust UV padding" was used to alter the model, will log saved mesh/padding settings of the selected asset.
 
* Clear asset meta: clears all Bakery UV padding related settings from selected assets.
 
* Clear asset meta: clears all Bakery UV padding related settings from selected assets.

Revision as of 09:42, 8 July 2019

This page lists some additional and user-made scripts, shaders and extensions that can help you in specific scenarios.

UV Debug Shader

(by Mr F)

UV debugging

Download

Simple shader that visualizes UV1 with overlaps.

Debug tools

(by Mr F)

Download

A small suite of debugging tools I use for development. Adds some new options to Bakery menu:

  • Debug select storage: selects the invisible storage object in the scene so you can see actual saved values (lightmap, renderer, light lists, etc),
  • Clear useless data: clears some temporary data on the invisible object. This shouldn't be needed, as it's always performed after the bake anyway.
  • Debug asset: if "Adjust UV padding" was used to alter the model, will log saved mesh/padding settings of the selected asset.
  • Clear asset meta: clears all Bakery UV padding related settings from selected assets.