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If you know how to switch, why not to go on with creating a number of transition lightmaps on the background thread, and then enable the transitions when the lightmaps are ready? You can also have a look at an interesting asset on AssetStore: https://www.assetstore.unity3d.com/en/#!/content/5674 I guess it includes the lightmaps blending, although I don't ...


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Real-life soft shadows have a shape that depends on the shape of the light source as it appears from the point of view of the shadowed surface. This is because penumbras occur due to partial occlusion of the light source from the shadowed surface's point of view. The shape of the shadow is therefore something like the shape of the occluder convolved with ...


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I can give you an answer for what concern forward rendering and Cg shaders. In the shader first pass (BasePass) Unity set uniforms value of the 1 important directional light and up to 4 vertex lights. Base Pass (Directional per pixel light) uniforms: _WorldSpaceLightPos0 : position in world space of the first directional light _LightColor0 : color of the ...



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