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Transclucent objects baking AO, as if they were opaque?

Discussion in 'Global Illumination' started by art_ganymede, Dec 12, 2021.

  1. art_ganymede

    art_ganymede

    Joined:
    Nov 7, 2021
    Posts:
    13
    For some pieces of world geometry, I have "decals" that are being applied to the terrain - basically semi-transparent (achieved through vertex alpha blending) objects that are overlaid on the base geometry to simulate blending of textures:

    Bare:


    Combined:


    This works great for its intended purpose, and fits the look I was going for, in realtime lighting.
    The problem now is, in wanting to add some ambient occlusion to the scene and baking the lighting - these decals are being treated as if they were on large opaque quad:



    Just wondering if there's any workaround for this? My lightmapper settings are as follows:

     
  2. KEngelstoft

    KEngelstoft

    Unity Technologies

    Joined:
    Aug 13, 2013
    Posts:
    1,366
  3. art_ganymede

    art_ganymede

    Joined:
    Nov 7, 2021
    Posts:
    13
    Thanks for answering! :)

    I stumbled upon this in the end.
    I don't suppose it's possible for a static object to "receive GI" only, without contributing it? (Specifically for ambient occlusion, which I don't believe light probes provide?).
     
  4. KEngelstoft

    KEngelstoft

    Unity Technologies

    Joined:
    Aug 13, 2013
    Posts:
    1,366
    It is possible to make the object not Contribute GI and have it receive GI from Light Probes. From your screenshots it looks to me like not having AO on the decal will make it look correct.