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@@ -33,6 +33,11 @@ quality *and* performance at the same time in (mostly) static scenes. This makes
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lightmaps still popular in game development, despite lightmaps being the
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oldest technique for global illumination in video games.
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+.. important::
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+
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+ LightmapGI is only supported when using the Forward Plus and Mobile
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+ rendering backends, not the Compatibility backend.
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+
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.. seealso::
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Not sure if LightmapGI is suited to your needs?
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@@ -60,9 +65,6 @@ Visual comparison
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but lower quality visuals. Notice the blurrier sun shadow in the top-right
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corner.
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-Visual comparison
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------------------
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-
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Here are some comparisons of how LightmapGI vs. VoxelGI look. Notice that
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lightmaps are more accurate, but also suffer from the fact
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that lighting is on an unwrapped texture, so transitions and resolution may not
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@@ -77,6 +79,14 @@ large open worlds without any need for baking.
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Setting up
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----------
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+.. warning::
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+
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+ Baking lightmaps in the Android and web editors is not supported due to
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+ graphics API limitations on those devices. On Android, only *rendering*
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+ lightmaps that were baked on a desktop PC is supported, and only when using
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+ the Mobile rendering method on Android. Rendering lightmaps on the web
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+ platform is not supported until Godot 4.3.
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+
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First of all, before the lightmapper can do anything, the objects to be baked need
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an UV2 layer and a texture size. An UV2 layer is a set of secondary texture coordinates
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that ensures any face in the object has its own place in the UV map. Faces must
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