Lightmapping covers over the diffuse at a higher level, usually resulting in the shader reverting to the 'fallback'. Essentially you end up with diffuse x (8 x lightmap) meaning your original diffuse in it's 0-1 range, by a lightmap with a range of 0-8. If you want usable maps, you'll need to create the UV2 yourself…
Hi, On your project and on your mesh in, dont put "create uv for lightmapped". Do your lightmap as an AO and check the raw file (if i remembered) in your folder. Open photoshop and copy it to your diffuse model. It will be exactly the same uv so you can put it in multiply normaly. Reimport your diffuse in unity, clear your…
Im using a flashlight in the game and the entire scene is dark, but I want the area hit by flashlight to have baked ao in it So I basically want the lightmaps multiplied onto the diffuse rather than used as lightmaps
You'd have to bake it like that, yeah. Then write a custom shader that takes the lightmap you've baked, multiply it over the diffuse and then add any dynamic lights you want. By default, lightmapped objects' materials won't get affected by dynamic lights because they're lightmapped and therefore don't need to - the shader…
You know how when you bake the lighting the info goes into the textures and you can add lights yet they still don't effect the scene? I want to bake ao but still have dynamic lights work. I turned the ambient light all the way up to white to bake the ao and then when I turned it back down to pitch black alot of the baked…