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Make baked lightmap work together with standard shader (with normal map)

Discussion in 'Global Illumination' started by tempbuffer, Mar 9, 2017.

  1. tempbuffer

    tempbuffer

    Joined:
    Dec 6, 2012
    Posts:
    14
    Hi all,

    I've troubles to integrate the standard shader (in Unity 5) with baked global illumination. The problem is, the light map can not work together with normal map of standard shader.

    Since 'precomputed global illumination' is too expensive for mobile platform, I want to pre-bake all lighting, including direct and indirect light into lightmap. However, I also want to use phsical based shading (standard shader) for more realistic material.

    I noticed there are several posts in this forum which already discussed about this problem, but no solid solution yet. My requirements are:
    • My lighting source (directional and point) are static and won't move during the gameplay.
    • Use external software or enlighten to bake GI information into lightmap.
    • Use standard shader for my material.
    • Works on mobile platform (both android and ios), so deferred rendering doesn't work.
    Thanks for you help.