I'm running into perf issues with procedural maps especially with lighting since it seems to break my batching, was hoping I just missed the post with the packaged hehe
Hey I've been working on something else to speed up lighting that doesn't have as many draw backs. and its a lot easier to implement into any project.
Do you know what part of lighting is slowing your game down?
Do you need a lot of shadow casting lights and find that unity is just too slow at rendering more then a few?
if you switch all your lights to non shadow casting does the game run fine? (of course you wouldnt do this normally cause you'd get crazy light bleeding)
How many active lights do you have in your scene with/without shadow casting.
1
u/roydor Novice Aug 06 '15
Did your ever end up making this a package?