Hello, any idea how could I create a BakedLit shader from PBRGraph? I am not exactly sure what to change in PBRGraph. I need this stype of shader because I don’t want the realtime lights to affect the baked lightmaps of the objects.
Hey a rough workaround would be to have a model with material with the UnityGLTF/PBR Graph shader, bake the lightmaps.
Then in runtime, fetch the lightmap from that model, instantiate the model, delete the original and change the material to a custom one with a unlit shader from Shader Graph.
Then supply the lightmap as one of the textures for your custom shader/material.
You will have to sample the texture under correct UV channel and apply it to the Color input.
we want to have some dynamic characters on the baked environment that react to the mixed/realtime lights, but when those lights are active, they also affect the environment with baked lightmaps
One workaround would be to light all the realtime objects using reflection probes instead of lights. This way you could manually assign a reflection probe to every Renderer that you wish to shade differently.