It is used to store information about the lighting level.
In simple terms, think of a grayscale “texture” that is multiplied with your diffuse image texture.
Thats also a reason why lightmap UVs may not overlap.
It is used to store information about the lighting level.
In simple terms, think of a grayscale “texture” that is multiplied with your diffuse image texture.
Thats also a reason why lightmap UVs may not overlap.