you should be able to set a 2nd render pass to change your character to render with ambient occlusion, then do a render to texture as color in that render pass to output the ambient occlusion pass for your character. You can then apply that map to the illumination? texture area in unity for your model. Not sure if that makes sense, a little hard to explain.
Not sure about the back lighting, that would have to be coded within unity somehow, not a unity coder so I can't help with that.
Baking lights it´s not a real solution, since I need to dynamically light by vertex lit or any other shader the game engine has to control the amount of "rim light" or "ambient occlusion".
you should be able to set a 2nd render pass to change your character to render with ambient occlusion, then do a render to texture as color in that render pass to output the ambient occlusion pass for your character. You can then apply that map to the illumination? texture area in unity for your model. Not sure if that makes sense, a little hard to explain.
Not sure about the back lighting, that would have to be coded within unity somehow, not a unity coder so I can't help with that.
jasonedwarddoucette 11 months ago
Baking lights it´s not a real solution, since I need to dynamically light by vertex lit or any other shader the game engine has to control the amount of "rim light" or "ambient occlusion".
activemotionpictures 11 months ago