Closed originomeg closed 2 years ago
Yeah, it's expected :)
Meta pass is always rasterized in lightmap resolution, that's the idea. This is how Unity supplies all scene material data to the lightmappers.
Alpha meta pass extends the same technology with an additional alpha value. I also have an additional multiplier specifically for alpha meta pass resolution, so it can be 2x, 4x, etc larger than the lightmap.
When your scale in lightmap is 0, you have a zero-sized lightmap, so the meta pass is zero-sized as well. In this case Bakery supplies material albedo/emission per-vertex, and meta-alpha is just omitted.
Non-meta alpha always works because it doesn't rely on the meta pass. It uses the actual UV0 and the actual full-resolution alpha maps.
Thanks for your explanation.
Current behaviour:![image](https://user-images.githubusercontent.com/5402122/164712731-360f991e-1197-461c-b035-2d82c66e89a4.png)
Expected result (i return![image](https://user-images.githubusercontent.com/5402122/164712632-e945b302-e6d1-47bc-b5fb-60f8ba05ce5b.png)
1 - texture.alpha
in Alpha Meta Pass just to get a different shadows than in default bake behaviour without Alpha Meta Pass):Default behaviour without Alpha Meta Pass:![image](https://user-images.githubusercontent.com/5402122/164714024-8f328033-06e9-4408-82db-f78d8405a031.png)
Shader Code: