Community extensions

From Bakery GPU Lightmapper: Wiki
Revision as of 07:57, 9 July 2019 by Mr F (talk | contribs)
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This page lists some additional and user-made scripts, shaders and extensions that can help you in specific scenarios.

If you want to submit any extensions, contact me on Unity forum, Twitter or anywhere else.

Light Probe Storage

(by Eugene Cone)

Download

Created for use with multi-scene lightmap baking (Unity tends to store LightProbes data in a wrong Lighting Asset, thus making your lightprobes completely black upon loading the project) and runtime lightmap/lightprobe swapping (like turning lights on and off). Put this script onto LightProbeGroup you want to save and press Grab Harmonics. To restore saved probes, press Apply Harmonics or enable one of applyHarmonicsOnEnable/applyHarmonicsOnStart options and start the game.

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),
  • Show storage: makes the invisible object visible.
  • 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.

Vertex Lightmap To Mesh Asset

(by Mr F)

Download

Vertex color baking uses additionalVertexStreams to bind an additional vertex buffer to the graphics pipeline without breaking the link with the original mesh asset; but additionalVertexStreams cannot be batched/instanced.

This tool adds "Bakery/Utilities/New mesh asset with vertex color" menu option that'll generate a new complete mesh asset out of every selected GameObject having MeshRenderer/MeshFilter. These can be then used with batching.

New assets are saved to Assets/VCMesh folder.