(and have to use one of the Legacy shaders, cause your Unlit/ One Light Vertex Color Shaders don't haveĪn option for enable lightmapping, right?)įor best (fastest) results I would like to use a Detail texture + the basemap like in the screenshot -īut I think if there would be a possibility to directly burn the lightmapping shadows from the other static objects in the scene into the vertex colors that would mean one drawcall less (!?) Unfortunately I can only achieve this, if I set the raycaster to combine meshes - which makes me losse my textures on the other objects, cause everything attached together and then uses the terrain texture. If I want to bake the shadows of static object on the terrain, I still need to generate a lightmap. Close the Info window and save your changes, then click 'File' > 'Save' and save as. If you are, use 'Plugins' > 'Edit' > 'Load'. If you're not modding textures, use 'Import Dump'. Go to 'Info', select the files you're modding, and import your mods. Right now I am playing with Terrain to Mesh and then run Per-Vertex Ambient Occlusion over it. Open the original unit圓d file and save the unpacked file (Don't forget to make a backup). Im extract unity assets from unity asset bundle file, But I cant find way to read. Hi Davit, I totally love your shader work! (they seem to be the fastest I have found for mobile devices) Tga files and decode&encode most texture formats used by Unity.