Magic Lightmap Switcher (Built-In RP)
Eugene B
$35.00
Date |
Price |
---|---|
日期和时间 |
价钱($) |
04/07(2021) |
30.0 |
06/23(2021) |
35.0 |
11/10(2021) |
17.5 |
11/13(2021) |
35.0 |
12/13(2021) |
17.5 |
01/12(2022) |
35.0 |
11/20(2024) |
35.0 |
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Magic Lightmap Switcher (Built-In RP) is a Unity editor extension that will allow you to store baked lightmap data and then switch between them or interpolate right at runtime with minimal FPS costs.This version of the plugin is only compatible with the built-in rendering pipeline. PRO version with Built-In + URP + HDRP support. Available here.Forum Thread | E-Mail | Telegram Group - Magic Tools | TwitterDo not use the plugin review submission form as a bug report submission form. Instead, use any of the specified communication channels. In most cases, the developer responds within a few minutes.Magic Lightmap Switcher allows you to easily and quickly control lightmap for your scenes. This will allow you to store different lightmaps (night, day, evening, etc.) and then switch between them or perform smooth interpolation.Plugin stores baked light data such as:LightmapsLightprobesReflection probesSkybox textureScene fog settingsAny custom data such as post-processing settings, Volume component settings in SRP, or variable values of any of your scriptYou do not need to create separate scenes to store and manage data. Lightmap sets are stored separately from the scene object.Integration:Magic Light ProbesBakery GPU LightmapperEnviro - Sky and WeatherThis list will expand over time and according to users requestsTested with assets:Nature - Hybrid Pack by NicromNext-Gen Soft-Shadows by Psychose Interactive Inc.The Vegetation Engine by BOXOPHOBICTested On Plarforms:WindowsiOS (When working with Built-In RP, you will need to manually replace the CGIncludes files)AndroidSwichWeb GLVRCustom Shader Compatibility:The asset will work with any custom shader, unless that shader uses its own GI functionality. If your shader calls on Unity's built-in functions to render lightmaps, reflection probes, lighting from light probes, and more, then you don't need to worry. Everything will work by default.For those using custom lighting features. Write to the developer on any support channel. It's pretty easy to add blending and switching support to your shaders.Support the developer:Anyone who can and wants to provide support to developer can do it hereContacts And Documentation:Forum ThreadTelegram GroupDiscord Server - Magic Tools (you can use it, but Telegram is preferable)TelegramTwitterE-MailMagic Lightmap Switcher manual (en)Other Our Assets:Magic Lightmap Switcher Pro (Built-In + URP + HDRP)Magic Light Probes - High Precision Light Probe GeneratorMagic Destruction Toolkit - NVIDIA Blast Integration (in development)System features:Switching and blending all available baked data in the scene at runtimeUsing shaders and multithreading for system operation, which allows you to maintain high performanceSupport for multiple lighting scenarios for one sceneAutomatic baking and storing process of lightmaps in turn order