Timeline for How do I blend 2 lightmaps for day/night cycle in Unity?
Current License: CC BY-SA 3.0
16 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| May 3, 2017 at 8:03 | answer | added | Douglas Potesta | timeline score: 2 | |
| Jul 10, 2014 at 10:28 | answer | added | tomekkie | timeline score: 0 | |
| Jan 25, 2014 at 14:36 | comment | added | Basic | Did you have any luck with this? I'm facing a similar issue and the only option I can see so far is to pre-calculate (say) 64 steps of a cross-fade. It still looks abrupt and isn't quite what I'm after | |
| May 30, 2013 at 14:34 | answer | added | J. A. Corbal | timeline score: 1 | |
| Feb 27, 2013 at 22:03 | history | edited | Tetrad | CC BY-SA 3.0 | edited tags |
| Feb 22, 2013 at 20:00 | comment | added | Timothy Williams | Yeah I tried out the pixel copy and it made the whole game run extremely slow. | |
| Feb 22, 2013 at 4:34 | comment | added | Nevermind | Oh, sorry, this is not gonna work )-8 I didn't realize that Lightmap requires specifically Texture2D, not Texture... I guess you could copy pixels in C# to a Texture2D, but that would probably kill any performance gains. | |
| Feb 21, 2013 at 23:31 | comment | added | Timothy Williams | I've done a bit of writing and made my own shader, the main problem I'm having is how would I export the material output as a Texture2D so that I could write it to the global LightmapSettings.lightmaps? | |
| Feb 21, 2013 at 22:01 | comment | added | Timothy Williams | I'll test it out today and let you know how it works. | |
| Feb 21, 2013 at 8:09 | comment | added | Nevermind | Yeah, something like that. I'd test it, but I don't have access to Pro version at the moment. | |
| Feb 20, 2013 at 22:59 | comment | added | Timothy Williams | So create a new material that can blend two textures to an output, apply the Afar-1 and Bfar-1, then use the outgoing texture for the lightmap variable? | |
| Feb 20, 2013 at 7:29 | comment | added | Nevermind | Umm create a material that blends two textures, use Graphics.Blit() to render it? I've never done this, but looking in the manual, it should work. | |
| Feb 20, 2013 at 6:17 | comment | added | Timothy Williams | I do have Pro. How would I go about rendering the two lightmap textures together? This was my main lead but I've been trying to figure out the code/process to accomplish it. | |
| Feb 20, 2013 at 5:39 | comment | added | Nevermind | If you have Pro, maybe you can render the two lightmap textures into a third, and then use this third texture as a lightmap? That should be just like pixel blending, but massively faster. | |
| Feb 20, 2013 at 1:21 | history | tweeted | twitter.com/#!/StackGameDev/status/304037909009399808 | ||
| Feb 19, 2013 at 22:51 | history | asked | Timothy Williams | CC BY-SA 3.0 |