This property is only visible when Margin Method is set to Manual. A larger value increases the margin, but also increases the amount of space the chart needs. You can set this to a value between 1 and 64. The margin between neighboring charts (in pixels), assuming the Mesh takes up the entire 1024x1024 lightmap. Whether you specify the Pack Margin manually, or whether Unity automatically calculates it.īased on expected lightmap resolution and object scale, Unity calculates a Pack Margin just large enough to avoid UV overlaps. However, increasing the value can change the resolution of the triangles, so make sure the resulting distortion does not deteriorate the lightmap quality. Increasing the value allows you to create fewer charts. This controls how well Unity preserves the relative triangle areas. The maximum possible deviation of UV areas from the areas in the source geometry (as a percentage from 0–100). Usually this should be fairly low, to avoid artifacts when applying the lightmap. This controls how different the triangles in UV space can be to the triangles in the original geometry. The maximum possible deviation of UV angles from the angles in the source geometry (as a percentage from 0–100). The default value (88 degrees) is realistic for mechanical models. If you set this to 180 degrees, Unity considers all edges smooth, which is realistic for organic models. You can set this to a value between 0 and 180. The angle between neighboring triangles (in degrees) after which Unity considers it a hard edge and creates a seam. These are the settings that appear in the Model tab of the Model Import Settings, when you enable Generate Lightmap UVs. Unity generates lightmap UVs into the Mesh.uv2 channel.Īutomatic lightmap UV generation settings
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |