![]() Her some details for others to reproduce. Never seen a solution before who is able to bake such big areas in this short amount of time in this quality. I tried to convert the Bakery Sector example to physical plausibel values. Even if the settings were originally set to produce DXT5, this tool seemed to produce BC6H/BC7. Specifically, the format of the generated texture does not follow the settings. ![]() It seems that when I press the Rnder button manually on the same scene, the result is different from when I use this tool to Rnder the scene. On a different note, I have also encountered a problem with Batch bake, Bakery's utility tool. So, it is highly dependent on my development environment and may not be a problem by nature, but if you have any ideas or solutions, I would appreciate it if you could let me know. ![]() Unfortunately, I have not been able to create a validation environment for testing because I am busy with the upcoming release. Shader error in 'Bakery/Standard': Fragment program 'bakeryFragForwardBase': Unrecognized sampler 'samplerunity_lightmap' - does not match any texture and is not a recognized inline name (should contain filter and wrap modes). I believe the creator has provided two patches, Bakery/shader/Bakery.cginc and Editor/圆4\Bakery/shaderSrc/ftrace.cginc, both of which have been posted on this forum in the past, but after applying both patches, the problem still persists. In the process of building my game for release, I encountered a bug where Bakery/Standard would refer to a samplerunity_lightmap that was removed by the shader build. Hello, thank you for all your help with Bakery. I know there are always a lot of more relevant things to improve realted with functionaly, but for me it will be a great help. Or at least something that makes me clear wich component is going to be modified. "Update unity light to match this Bakery light" and "Update this Bakery light to match Unity Light" And seconf I think the text should be again more in the direction of First of all there is no "realtime lights" they are baked, so this text on the buttons are confusing me. The Buttons text actions are confusing me always: In this case, with a Unity direct light baked and the bakery one: On top of that (in the case of Sky material changes) If you are hitting the wrong action, the "undo" action (Ctrl Z) is not working so I have to go comeback to the original sky material and change manually the texture that was originally there. "Update Scene Settings to match this Bakery Light" and "Update this Bakery Light to match Scene Settings" Im not sure what, what for example, it will be clear for me to say: I would apreaciate if the action is a bit more descriptive making clear what is going to be modified. ![]() Its not clear for me what is going to be modified. Here I think the problem is the "match" & "to". Maybe its better to understand with some examples:įor example Skylight Bakery Component, when the settings from unity are not matching with the bakery light. I end up very frecuently, even reading the text explaining the action and thinking about this, clicking in the opposite action I want to do. Generally speaking Its about the phrase that appears matching bakery components to Unity settings or other way around. Im not sure if I'm the only one with this issue (english is not my mother language), but every time I'm facing the same issue. I know is not a big deal, but its this type of small details can save some time. What brings me here today is not really a problem with the Bakery functionaly but a tiny but anoying issue with the language used on the Bakery inspector components. Bakery is already an essential tool for my work and I used since some years.
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