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Lightmapped.SelfIllumination.VertexLit?

Discussion in 'Shaders' started by nm8shun, Jul 30, 2007.

  1. nm8shun

    nm8shun

    Joined:
    Jul 14, 2007
    Posts:
    476
    hi all,

    I'm having a hard time finding in the manual (and so understanding) the difference between all the shaders.

    I'm baking my lighting in my 3D app. Which shader should I use for all these materials when they are brought into Unity? They are already lit, so don't need any other lighting info from Unity....?
     
  2. Aras

    Aras

    Unity Technologies

    Joined:
    Nov 7, 2005
    Posts:
    4,770
    Yes, if all lighting is baked and you don't want any realtime moving lights, then use either Self-Illuminated or Lightmapped. The difference between choises insid e these shaders (VertexLit, Diffuse etc.) only makes a difference for any additional Unity lights (they add "on top" of the baked illumination).

    The difference between Self-Illuminated and Lightmapped:
    * Lightmapped supports colored lighting, with a separate UV set on the geometry and separate lightmap texture.
    * Self-Illuminated supports monochrome lighting, with the same UV set as the main texture; and the lighting has to be baked into alpha channel of the self-illumination texture.

    We are writing extensive built-in shaders documentation for the next release :)
     
  3. nm8shun

    nm8shun

    Joined:
    Jul 14, 2007
    Posts:
    476
    Thanks Aras. You are both a gentleman and a scholar. :D