I know baked lighting and lumen don’t mix, but I was wondering if I could have them both and let the player choose between the two, in case they have a potato pc.
If it’s possible, how would I go about this? Is a scalability option enough?
Thanks!
I know baked lighting and lumen don’t mix, but I was wondering if I could have them both and let the player choose between the two, in case they have a potato pc.
If it’s possible, how would I go about this? Is a scalability option enough?
Thanks!
I think you would have to make two copies of each level. Just load the relevant one.
Bit of an undertaking, though…
Oof…
Just set GI method to None and it will switch to Lightmaps. Can be done in the post process volume or by cvar: r.DynamicGlobalIlluminationMethod
Honestly I don’t think it really make sense to use Lumen if you can get away with using Lightmaps. My advice would be to commit to one lighting method and go all in on it, don’t try to support two, it’s going to be a nightmare for your artists as Lumen/Lightmass have different feature support that they’re going to have a bad time navigating around.
it’s possible. yes. but you gotta bake with different light values in lightmass than lumen. i done a “comparison” with a mobile render setup. it’s a nightmare to author for sure.