jerome.dipietro (4/4/2022)
Hi @
Victor.SoupdayNot sure if I'm missing something but I can't seem to be able to bake the same character model twice - once with basic materials and then again with high quality materials, and keep both. I'm wanting to use LODs which switch to cheaper shaders at a distance.
Would it be possible to add an option to bake multiple quality levels?
Thanks, as always.
ps. related to that, I'm also trying to work out where the custom shaders are being saved to. Again, ideally I'd like to be able to have an option to use both the built-in and/or custom shaders for the same model, within the same project.
Not sure I understand what you mean.
The basic materials can't be baked, because there is nothing to bake as all the materials are using the default/standard shaders. Or do you mean the "Build Materials" prefab result?
The Build Basic Material option is really just there for characters that do not use the digital human shaders. e.g. some cartoon characters, actor core characters etc. More complex characters should be baked into the default or custom basic materials.
There is the Bake button, which bakes the High Quality materials prefab into either the default shaders or more basic, stripped down custom versions of the high quality shaders.
The difference in performance between the Default baked materials and the Custom baked materials is very small, if any. The option to bake to default or custom baked materials is largely one of
compatibility rather than performance. If the custom baked material shaders cause problems, there's always a fall back to the default shaders.
In terms of render performance and texture load:
Basic Materials = Baked Default Materials ≈> Baked Custom Materials > High Quality Materials
In terms of visual quality:
High Quality Materials = Baked Custom Materials > Baked Default Materials > Basic Materials
For practical purposes I envisaged that the Baked Custom Materials prefab would be the preferred LOD 0 model, being the best trade off between performance, texture load and quality.
Edit: The shaders (and material templates) are all kept inside the packages folder "CC3 Unity Tools" named 3D, URP or HDRP respectively.
Edited
2 Years Ago by
Victor.Soupday