Unity Add Shader
Trees turn black after baking lightmap
So, I have some custom trees using the 'Nature/Tree Soft Occlusion' shaders and they looked great before baking a lightmap. However, now that I have baked the lightmap, the trees have turned black. Or rather, when I tried baking with the trees set to static, they turned invisible, and now that Ive tried without, they're black. Also, they're not casting shadows.
Anyone know how to fix this issue? Perhaps I need to use light probes?
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Unity Custom Shader
http://imgur.com/a/21At5 --> before and after (fyi the bark is not using the nature/occlusion shader. The shader definitely seems to be the root of the issue, but Im just not sure how to fix it without using a different shader)
I am making a location in Unity, and all of my trees shine in the background, then return to their normal color when I get close enough to the,.
It is also not the skybox since when I disable that it still happens. How can I fix this? Ulead dvd moviefactory 7 free download full version with crack. Why is this happening? Thanks in advance
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1 Answer
Turns out you just need to change the Shader to Nature/Soft Occlusion Bark Shader
to fix the problem. I found this on the Tree page, where it says:
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Trees must use the Nature/Soft Occlusion Leaves and Nature/Soft Occlusion Bark shader. In order to use those shaders you also have to place the tree in a special folder that contains the name 'Ambient-Occlusion'. When you place a model in that folder and reimport it, Unity will calculate soft ambient occlusion specialized for trees. The 'Nature/Soft Occlusion' shaders need this information. If you don't follow the naming conventions the tree will look weird with completely black parts.
Hope this helps!
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