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release, and should make lightmaps a viable option for 3.2. Here you can see some screenshots: Comparison between no indirect lighting (top), and baked indirect lighting (bottom) in the TPS demo. Cornell box test using baked indirect lighting. Debug output of the prototype implementation. Scene by NHodgesVFX. finish line.
Building upon the initial prototype , we've now reached a state where we're happy to release the Web editor in sync with the native version, so you can find the latest stable version on editor.godotengine.org. It was reusing parts of the code for baking GIProbes, and that made it quick but not great in terms of quality.
As of yet, there is no distributed baking. This basically means you can only bakelightmaps using a single machine. Still, if you’re a beginner just diving into the Unity universe, it’s good to know, as is the next potential con. If this sounds like a foreign language to you, don’t worry.
Use bakedlightmaps instead. After several months of deliberation and prototypes, we settled on a really good approach to axis mapping , courtesy of Gilles Roudiere ( Groud ). As this back-end is intended to run on the lowest end hardware possible, shaders need to be kept very small. GIProbes of course don't work.
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