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Lack of dual lightmaps: another limitation

Discussion in 'Unity 5 Pre-order Beta' started by cakeslice, Nov 30, 2014.

  1. cakeslice

    cakeslice

    Joined:
    Oct 18, 2014
    Posts:
    197
    Besides the long distance shadows we got due to dual lightmaps, another benefit was alpha blended objects receiving shadows...

    With dual lightmaps, you could have alpha blended objects with baked shadows and the rest with realtime shadows (without casting them since that would make the shadows based on polygons and not the texture which would look wrong)

    Sure it's not much compared to full alpha blended shadow receivers but at least it was something