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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.
The cover illustration is from Ballionaire , a roguelike pachinko simulator where the laws of physics bend to your will, developed by newobject and published by Raw Fury! With some further fixes like GH-102424 , GH-102497 , and GH-102477 , lightmapbaking got a nice upgrade in this snapshot. The issue is tracked in GH-101391.
Notably, Windows users could experience crashes when bakinglightmaps. Physics: Fix ragdoll simulation when parent was readded to scene ( GH-48823 ). was thus subject to this crash when bakinglightmaps. A few regressions made their way among the many bug fixes of 3.3.1, API documentation updates.
Nanite intelligently streams and processes only the detail you can perceive, largely removing poly count and draw call constraints, and eliminating time-consuming work like baking details to normal maps and manually authoring levels of detail. This allows users to focus less on tedious tasks and more on creativity.
Fixed error on macOS simulator when selecting “Open simulator with debugger” and “Simulator wait for debugger connection” in Cocos Creator → Preferences → Preview at the same time. Fixed crash issue when baking high-precision Lightmap for the terrain. Fixed crash issue when exiting on Mac.
SDFGI is something akin to a dynamic real-time lightmap (but it does not requiere unwrapping, nor does it use textures). Ensure your meshes are marked as "Static Bake", then enable SDFGI in the Environment settings. Multiple Bounces: Enable a feedback loop, which simulates multiple bounce lighting. What can it do?
Traditionally, most lighting is baked offline, computing just a handful of “hero” dynamic lights at runtime. RTX Global Illumination (RTXGI) RTXGI provides developers with a scalable solution for multi-bounce indirect lighting without light leakage, time-intensive offline lightmapbaking, or expensive per-frame costs.
Simulates how light bounces between surfaces, making lighting look more natural and filling in dark areas. Baked Lighting. For example, global illumination simulates light bouncing between surfaces, adding realism, while volumetric lighting can create effects like God rays and fog. Rasterization. Screen Space Reflections (SSR).
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