IndieDoroid ha scrittoIn terms of use case, being able to bake the light and shadow information, overall, helps a ton for optimization and performance.
The questions is why would you want to assign the Spine shader at static geometry? Lightmaps will not affect dynamic objects. Typically you will have light probes in place that save the lighting state at a point during time ob lightmap baking and then have your dynamic objects lit by those light probes.
IndieDoroid ha scrittoYou mean Light Probes will work on the newest Spine/ Sprite/ Pixel Lit (LWRP) shaders, right? :o
Yes, they are supported in the glorious new Lightweight Render Pipeline/Spine/Sprite
shader. 🙂
IndieDoroid ha scrittoBecause I tried using Light Probes last year but it didn't work with the Spine Shaders. I was tempted to switch everything over to Unity's standard shader, but it made some Spine assets look awful. :zipper: :scared:
Sorry to hear that. Actually the previous Spine/Sprite
shaders supported light probes by enabling the Spherical Harmonics
parameter. Thanks for the hint, I will change this name on the 3.8-beta branch, as this is hiding the actual feature from those who know that light probes are stored as spherical harmonics.
Btw: even more features are enabled by enabling the Spherical Harmonics
parameter, if you look at the hint-text:
"Enable to use spherical harmonics to calculate ambient light / light probes. In vertex-lit mode this will be approximated from scenes ambient trilight settings."