Created
March 25, 2016 03:52
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http://forum.unity3d.com/threads/standard-shader-how-to-add-lightmap-from-3dsmax-on-uv2.278166/#post-1923095 Modifying the Standard shader is not a way to fix it. Lightmaps should go where they belong and that is the LightmapSettings.lightmaps array. A specific Renderer can then use a lightmap by using its index (Renderer.lightmapIndex) and then…
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| using UnityEngine; | |
| using System.Collections; | |
| [ExecuteInEditMode] | |
| public class SetLightmapsManually : MonoBehaviour | |
| { | |
| public int m_lightmapIndex = 255; | |
| public float m_lightmapTilingX = 1f; | |
| public float m_lightmapTilingY = 1f; | |
| public float m_lightmapOffsetX = 0f; | |
| public float m_lightmapOffsetY = 0f; | |
| public bool m_setLightmapValues = false; | |
| public Texture2D[] m_lightmapArray; | |
| public bool m_setLightmapArray = false; | |
| void Update () | |
| { | |
| if (m_setLightmapValues) | |
| { | |
| m_setLightmapValues = false; | |
| Renderer r; | |
| if (r = GetComponent<Renderer>()) | |
| { | |
| r.lightmapIndex = m_lightmapIndex; | |
| r.lightmapScaleOffset = new Vector4(m_lightmapTilingX, m_lightmapTilingY, m_lightmapOffsetX, m_lightmapOffsetY); | |
| } | |
| } | |
| if (m_setLightmapArray) | |
| { | |
| m_setLightmapArray = false; | |
| if (m_lightmapArray.Length > 0) | |
| { | |
| LightmapData[] lightmapData = new LightmapData[m_lightmapArray.Length]; | |
| for (int i=0; i<lightmapData.Length; i++) | |
| { | |
| lightmapData[i] = new LightmapData(); | |
| lightmapData[i].lightmapFar = m_lightmapArray[i]; | |
| } | |
| LightmapSettings.lightmaps = lightmapData; | |
| } | |
| } | |
| } | |
| } |
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