Merge pull request #67975 from BastiaanOlij/implement_uv2_on_primitives
Add optional UV2 logic for lightmapping to primitive shapes
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@@ -57,6 +57,7 @@ void initialize_lightmapper_rd_module(ModuleInitializationLevel p_level) {
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GLOBAL_DEF("rendering/lightmapping/bake_quality/high_quality_probe_ray_count", 512);
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GLOBAL_DEF("rendering/lightmapping/bake_quality/ultra_quality_probe_ray_count", 2048);
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GLOBAL_DEF("rendering/lightmapping/bake_performance/max_rays_per_probe_pass", 64);
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GLOBAL_DEF("rendering/lightmapping/primitive_meshes/texel_size", 0.2);
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#ifndef _3D_DISABLED
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GDREGISTER_CLASS(LightmapperRD);
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Lightmapper::create_gpu = create_lightmapper_rd;
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