这个问题可能是由于光照贴图的像素化导致的。当您只选择一面墙进行烘焙时,每个像素点只需要计算一次颜色。但是当您将所有物体都静态地加入烘焙时,每个像素点需要计算所有物体的颜色叠加结果,这可能会导致像素化和脏的外观。
解决这个问题的方法是调整烘焙的设置或重新优化UV布局。您可以尝试以下几个步骤来解决这个问题:
1. 调整烘焙设置:您可以尝试增加烘焙贴图的分辨率,这样可以提高像素的密度,使得颜色更加平滑。您还可以调整光照贴图的抗锯齿设置,以减少像素化的现象。
2. 重新优化UV布局:确保所有物体的UV不重叠,并且合理地展开UV以最大程度地利用纹理空间。您可以使用Unity自带的自动UV展开功能或者第三方插件来优化UV布局。
请注意,这个问题可能也与材质设置、贴图分辨率、光照设置等因素有关。如果以上方法无法解决问题,您可以进一步检查这些因素是否设置正确。
After baking in Unity, it seems that there are dirty color blocks. When only one wall is selected for baking, the wall appears clean. However, when all objects are statically added to the baking process, the original wall becomes dirty and appears as color blocks.
This issue might be caused by pixelation of the lightmap. When you only bake one wall, each pixel only needs to calculate its color once. But when all objects are included in the baking process, each pixel needs to calculate the combined color of all objects, leading to pixelation and a dirty appearance.
To address this issue, you can try adjusting the baking settings or optimizing the UV layout. Here are a few steps you can take:
1. Adjust baking settings: You can increase the resolution of the baked lightmap to improve pixel density and make colors smoother. You can also adjust the anti-aliasing settings of the lightmap to reduce pixelation.
2. Optimize UV layout: Ensure that the UVs of all objects do not overlap and are efficiently laid out to maximize texture space utilization. You can use Unity's built-in automatic UV unwrapping or third-party plugins to optimize the UV layout.
Please note that this issue may also be related to material settings, texture resolution, and lighting settings. If the above methods do not resolve the issue, you can further investigate these factors to ensure they are set correctly.
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