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Baked GI Overrides Toon Shading

Discussion in 'Global Illumination' started by Kirows_unity, Mar 7, 2019.

  1. Kirows_unity

    Kirows_unity

    Joined:
    Jan 10, 2018
    Posts:
    1
    The project my small team is working on uses the MkToon Shader from the asset store, but when I set as static all the terrain assets and bake mixed and baked lights, the lightmap gets drawn on top of the toon shading effect.
    I've tried most options from the Lightning panel, but nothing seems to help.

    I don't know how to approach this problem, we don't know much about shaders.

    I've seen a solution based on modifying the lightmap file in photoshop, but the results are not that great.

    Is there a way to bake the toon effect?

    Baked:

    upload_2019-3-7_13-38-50.png

    Not baked (real-time)

    upload_2019-3-7_13-39-32.png


    We are using Unity 2018.3.0f2 btw.
     
  2. kristijonas_unity

    kristijonas_unity

    Unity Technologies

    Joined:
    Feb 8, 2018
    Posts:
    586
    Does the shader itself support lightmapping? If you are in doubt, please contact the shader developer for assistance.

    Also, which light mode are you using? Fully baked lights will not give you realtime direct contribution, which means no realtime specular. Try switching to mixed lights and see if that helps.
     
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