Search Unity

  1. Looking for a job or to hire someone for a project? Check out the re-opened job forums.
    Dismiss Notice
  2. Unity 2020 LTS & Unity 2021.1 have been released.
    Dismiss Notice
  3. Good news ✨ We have more Unite Now videos available for you to watch on-demand! Come check them out and ask our experts any questions!
    Dismiss Notice

Baked GI Overrides Toon Shading

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

  1. Kirows_unity


    Jan 10, 2018
    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?



    Not baked (real-time)


    We are using Unity 2018.3.0f2 btw.
  2. kristijonas_unity


    Unity Technologies

    Feb 8, 2018
    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.