|
@@ -26,7 +26,7 @@ bake lightmaps only when you actually need to see changes in lighting.
|
|
|
|
|
|
Baking lightmaps will also reserve baked materials' UV2 slot, which means you can
|
|
Baking lightmaps will also reserve baked materials' UV2 slot, which means you can
|
|
no longer use it for other purposes in materials (either in the built-in
|
|
no longer use it for other purposes in materials (either in the built-in
|
|
-:ref:`doc_standard_material_3d` or in custom shaders).
|
|
|
|
|
|
+:ref:`doc_spatial_material` or in custom shaders).
|
|
|
|
|
|
In the end, deciding which indirect lighting approach is better depends on your
|
|
In the end, deciding which indirect lighting approach is better depends on your
|
|
use case. In general, GIProbe is easier to set up and works better with dynamic
|
|
use case. In general, GIProbe is easier to set up and works better with dynamic
|