Lightmass Ambient Occlusion In Forward Renderer?
I'm having problems getting Static LightMass-Baked AO in my game using the Forward Renderer. Is this by design while using the Forward Renderer? I've enabled all appropriate settings relating to AO.
asked Feb 19 '19 at 09:50 PM in Rendering
I believe it says in the docs for the forward renderer that AO is not yet supported (seems true as of 4.19 which I'm on currently). Which leads me to the question about how people's workflows looks... If you need AO to be baked into textures, but it isn't supported in forward rendering, how do you easily switch between forward and deferred to get the AO bakes to happen?
Do you have to set up 2 different projects? You can't quickly switch in single project because the shaders all rebuild, which slows down the workflow tremendously.
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