Merge pull request #67975 from BastiaanOlij/implement_uv2_on_primitives

Add optional UV2 logic for lightmapping to primitive shapes
This commit is contained in:
Rémi Verschelde
2022-11-14 11:08:42 +01:00
5 changed files with 497 additions and 35 deletions

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@@ -57,6 +57,7 @@ void initialize_lightmapper_rd_module(ModuleInitializationLevel p_level) {
GLOBAL_DEF("rendering/lightmapping/bake_quality/high_quality_probe_ray_count", 512);
GLOBAL_DEF("rendering/lightmapping/bake_quality/ultra_quality_probe_ray_count", 2048);
GLOBAL_DEF("rendering/lightmapping/bake_performance/max_rays_per_probe_pass", 64);
GLOBAL_DEF("rendering/lightmapping/primitive_meshes/texel_size", 0.2);
#ifndef _3D_DISABLED
GDREGISTER_CLASS(LightmapperRD);
Lightmapper::create_gpu = create_lightmapper_rd;