Open Zurigan opened 3 years ago
If it's opacity map, then yes, it won't work like this: https://geom.io/bakery/wiki/index.php?title=Manual#Opacity Long story short, opacity maps are exported directly as textures using direct UV0. Tiling/offset is your shader modifying the UV, which is not visible by Bakery. This is not a problem for albedo/emission maps, because these use the Meta Pass (https://docs.unity3d.com/550/Documentation/Manual/MetaPass.html), that is, get all their data directly from shaders with all customizations applied. I can add support for specific URP tiling/offset shader variables, but it's not guaranteed to work with other shaders. I also recently added (github version) a special way to pass shader-modified alpha into the lightmapper, but it requires a fully custom shader with a special pass, as Meta Pass in Unity does not provide alpha information.
Support for the standard URP shaders would be great. Thanks!
How this looks in scene view:
How it looks in RTP:
Material settings: