Home » Magic Lightmap Switcher (Built-In + SRP)

Magic Lightmap Switcher (Built-In + SRP)

by [email protected]

This is a paid asset, but now you can download Magic Lightmap Switcher (Built-In + SRP) for FREE, but please remember this package is provided only for learning purposes or to be able to test before buying the product, NOT FOR COMMERCIAL PURPOSES.

Detail this asset from Unity Store: Original Link

Magic Lightmap Switcher (Built-In + SRP) v1.1.1

Download Now

Magic Lightmap Switcher(Built-In + SRP) is a Unity editor extension that will allow you to store baked lightmap data and then switch between its or interpolate right at runtime with minimal FPS costs.

Do not use the plugin review submission form as a bug report submission form. Instead, use any of the specified communication channels. In most cases, the developer responds within a few minutes.

Magic Lightmap Switcher allows you to easily and quickly control lightmap for your scenes. This will allow you to store different lightmaps (night, day, evening, etc.) and then switch between its or perform smooth interpolation.

Plugin stores baked light data such as:

Lightmaps
Lightprobes
Reflection probes
Skybox texture
Scene fog settings
Any custom data such as post-processing settings, Volume component settings in SRP, or variable values ​​of any of your script
‌You do not need to create separate scenes to store and manage data. Lightmap sets are stored separately from the scene object.

Integration:‌

Magic Light Probes
Bakery GPU Lightmapper
Enviro – Sky and Weather
Cozy: Weather
This list will expand over time and according to users requests

Tested with assets:

Nature – Hybrid Pack by Nicrom
Next-Gen Soft-Shadows by Psychose Interactive Inc.
The Vegetation Engine by BOXOPHOBIC

Tested On Platforms:

Windows
iOS (When working with Built-In RP, you will need to manually replace the CGIncludes files)
Android
Swich
Web GL
VR

Custom Shader Compatibility:

The asset will work with any custom shader, unless that shader uses its own GI functionality. If your shader calls on Unity’s built-in functions to render lightmaps, reflection probes, lighting from light probes, and more, then you don’t need to worry. Everything will work by default.

For those using custom lighting features. Write to the developer on any support channel. It’s pretty easy to add blending and switching support to your shaders.

Support the developer:

Anyone who can and wants to provide support to developer can do it here

Contacts And Documentation:

Forum Thread
Discord Server – Magic Tools
Telegram
Twitter
E-Mail
Magic Lightmap Switcher manual (en)

Other Our Assets:

Magic Lightmap Switcher Lite (Built-In RP Only)
Magic Light Probes – High Precision Light Probe Generator
Magic Destruction Toolkit – NVIDIA Blast Integration (in development)

System features:‌

Switching and blending all available baked data in the scene at runtime
Using shaders and multithreading for system operation, which allows you to maintain high performance
Support for multiple lighting scenarios for one scene
Automatic baking and storing process of lightmaps in turn order

Related Videos