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Question by Jessy · Dec 08, 2009 at 04:57 PM · shadercustom-shader

What is the capability of ShaderLab's LightmapMode tag?

Is there anything that stops you from using LightmapMode on non-lightmap textures, such that you could use, for example, many different diffuse textures with one material? I don't see how that restriction could exist, considering a lightmap is just a texture that gets multiplied in, but I would have thought this would be a more popular solution, considering the batching capabilities of Unity iPhone; I see very few forum posts that use LightmapMode at present.

Can the LightmapMode tag be used on more than one texture?

I don't think so, but LightmapMode is a handy feature that could be expanded upon. If it's already more robust than the documentation would lead me to believe, please let me know, if you know!

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avatar image davebuchhofer · Feb 12, 2010 at 04:09 PM 0
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I'd also love to see some more information or an example or two with this! currently fumbling my way through implementing Lucas's lightmap asset pipeline from the unite08 talk

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Answer by Aras · Jan 19, 2010 at 02:17 PM

Starting with Unity 3.0, this tag doesn't do anything.

In Unity pre-3.0, Marking texture as LightmapMode in the shader would do exactly this:

  • It would take the actual texture from LightmapSettings, based on current lightmap index value of Renderer. That is, texture is not taken from the material.
  • It would use scale&offset values from Renderer, and not from the material.

That's the only things it does. And it does not have to do anything with batching or iPhone.

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avatar image Jessy · Jan 19, 2010 at 11:27 PM 0
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I tried investigating the first bullet point last month, but found Lightmap Settings to be either broken, or its proper usage just undocumented. Some sort of example would be excellent.

http://forum.unity3d.com/viewtopic.php?t=39171

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