Open Gyron777 opened 2 years ago
You are welcome to investigate this issue and make a pull request.
ScaleInLightmap
gets set in RendererExtensions.ConvertToEditorFormat
, which gets called by the EditorFormatProcessor
. The purpose of that processor is to set "editor-only" fields, ie fields that exist in the Unity Editor, but not in compiled game files. ScaleInLightmap
is one of those fields. Without this processing, it would have its C# default value of zero.
Currently, ScaleInLightmap
always gets set to 1. However, it may be possible to calculate a more appropriate value. Good luck in your investigations!
I just pushed 060fe0ef2de6eb7cb7627bbe02e79b30c1b77043 which elaborates on my words here.
If you have a Discord account, you should consider joining the discord server. We often have development discussions there.
Thanks for the answer, I assumed a similar outcome, tell me the ScaleInLightmap parameters it should be in Scene or LightingData?
ScaleInLightmap
is in renderer assets, ie the scene file.
Thanks. It looks like there are some problems with the lightmap, after all, without my intervention, some of the objects have the uv mesh of the wrong size in the LightingData.asset What are some ideas to solve this trouble?
What are some ideas to solve this trouble?
Place break points to debug the issue and figure out what makes some different from others. The solution is not obvious to me when looking at my source gen (you should open AssetRipper.SourceGenerated.dll in ILSpy if you haven't already).
How's it going?
Hello, unfortunately I could not figure this out, the objects on the lightmap still have different sizes. I don't know in which direction to work further, I'm not so good at navigating the source code of the assetripper
Are you in the discord server? I find it easier to have these conversations there.
I'm not so good at navigating the source code of the assetripper
Thankfully, this problem doesn't require much code navigation. Most of the relevant code can be found in just a couple files.
I don't know in which direction to work further
If you're not using break points, you should be. You'll have a very difficult time otherwise. The general idea is that this information is stored somewhere. A couple ideas come to mind:
The most important part is to find something that's correlated to the scaling so that you can determine how they're related.
It may help for you to build a test project and experiment with changing settings. If you encounter a binary file in the editor, they can be deserialized with the JsonSerializer.
@Gyron777 How's it going?
Perhaps 0.0512f
is a more appropriate value. This is the setting used for Terrain.
Hello, I noticed some issues with the baked light, I made a build from your git with last changes to LightingData. Some of the objects in my scene are set is static and have light map scale parameter "Scale in Lightmap" Problem is in Scale in Lightmap always equal to 1 and scene are object is had disabled static object options.