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"Bake custom shaders" not working #68
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It's meant to. It will use the custom shaders for the bits that the default shaders cant replicate, with for HDRP is: Eye shader - Eye depth and parallax Everything else bakes down to the default shaders. (Which should make for faster rendering materials.) |
Ah yes, I've got to be honest here: I cocked up some of the code in the baking and it gets the two pass hair wrong when baking. It's fixed in the current Dev version: |
Oh cool. Do you know what is up with the aliasing in the unbaked image? |
Is it set to two pass or single pass? Also you may want to to turn the HDRP shadow filtering to medium. It's usually set to high and it applies that horrible dithering pattern to all the shadows. |
Two-pass. Perhaps I need to try with your updated version? |
And yes, I'm still totally struggling with HDRP shadows. I'll try adjusting the filtering settings. |
Try looking at the shadows settings on the lights objects themselves. They're usually set to quite low resolution. Then you've got the shadow settings in the global/lighting volumes, including the Contact shadow overrides, Ambient Occlusion overrides. There's hundreds of shadow settings scattered all over. If you look at the global volume and the lights in the preview scene, it might give you some idea. |
Baking seems to always use the default unity shaders, even though the documentation says that "bake custom shaders" will use the custom shaders. The unbaked prefab has the correct shaders.
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