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Add transparency support for LightmapGI Currently when bakinglightmaps users have to choose between transparent objects casting shadows as if they were fully opaque, or not casting shadows at all. This has been a major limitation in both the quality of lightmapbaking and the ergonomics of the lightmapbaking workflow.
x CPU lightmapper and adding a new debug draw mode for visualizing the texel density of lightmaps. Previously every LightmapGI node used to store its lightmap atlas in a single large image. This meant that the larger scenes might refuse to bake because they don't fit within the size limits of an image. Multi-image atlases.
Use bakedlightmaps instead. uses the novel concept of "action strength" While it may take a bit of time to sink in, this approach allows using actions for all use cases and it makes it very easy to create in-game customizable mappings and customization screens. GIProbes of course don't work.
Baked Lighting. Plan for lighting early, from concept art to level design. A fast method for calculating lighting in big, open spaces where traditional methods would be too slow. Pre-computes lighting and stores it, making the game run faster but limiting changes in lighting. Light Probes. Additional Techniques Real-time Lighting.
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