playcanvas / playcanvas/engine

Possible improvements to Lightmapper

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#3,430 0 comments 0 reactions 1 assignee View on GitHub

@mvaligursky is already working on this.

Since Aug 27, 2021.

area: graphics enhancement
Dominant language
JavaScript
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Description

  • lightmap atlas support, should enable batching (put already unwrapped UV space into larger atlases at runtime).
  • bicubic texture filtering - this would make low res lightmap be visually lot less pixelated
  • possibly allow some baked lights to not have texture filtering applied to them (based on current testing, this might not be very beneficial, but could be needed in some cases)
  • soft shadows for omni and spot lights (this would be simple, but costly)
  • allow lightmaps to be saved to files (assets) inside the Editor
  • enable to only bake AO and allow these to be saved into files (assets) inside the Editor, to be use as AO map on a material
  • optimization - avoid multiple culling passes for soft shadows, cull larger frustum once
  • optimization - investigate other ways to bake soft directional shadows (https://github.com/playcanvas/engine/issues/2815)
  • soft baking is not compatible with directional texture baking, but this should be possible with ambient baking. So when directional baking is enabled, and be bake soft ambient, this should work by only affecting the color map and not the direction map.

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