#[Optimization] Lighting for purely procedural map.

1 messages · Page 1 of 1 (latest)

dull cypress
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My map always starts at an empty scene, and then I like to instantiate the environment procedurally. 99% of my map is static, but since it doesn't exist before runtime I can't figure out how to bake lighting. I'm using Unity 2022.2. It looks like the realtime lighting takes me to crazy high batch counts. Enlighten doesn't seem to work cause again nothing to bake. I don't need expensive high quality lighting, I have 1 single directional light in the whole scene, nothing else.

Any tools or optimization ideas?
Cheers,
Terry

halcyon crystal
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The vert count is also quite high, consider generating different lod levels for the procedural meshes

surreal field
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if you are using forward rendering, you can try deferred and check if that improves some things,
if there is heavy realtime interaction, that might be beneficial for performance
but generally what Aleksi has said

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(okay, with just a single directional light in the scene, I don't think the render paths need to be considered and deferred might have more overhead then, but you can still try it out)

dull cypress
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Is there any way to bake the "chunks" of terrain during some loading screen? Do I need to use unlit textures and add some fake shadows?

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I'm assuming light probes don't combine lighting data at runtime