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Lighting #4
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This is a limitation of baking, you can only bake from one prespective and thus only bake specular that looks correct from one single prespective. Do you have anu refrences where this is possible? If so, woud love to take a look. |
I was hoping you had a trick, because the demo doesn't seem to have an issue with lighting, maybe I'm blind |
@Benjythebee that demo does not use any specular lighting. Only diffuse. Any shader that depends on the camera position (such as specular highlights, roughness, metalness, normal mapping, fresnel, etc) will not look correct when baked unless your viewing camera matches the baking camera’s position and rotation exactly Diffuse and unlit shaders that don’t depend on the camera will work. That is the main purpose of this library |
I see in the readme
I'm seeing exactly this issue on my baked texture. Do you have a trick to have light being uniform?
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