I started this thread to have info about some graphic feature required in our first application with PlayCanvas.
We are working on a WebGL Configurator where objects, materials and colors are going to changed by the players.
Material quality is very important for us (specular and normals).
I’d like to bake lightmap in Vray rom Max, but not only the RGBM linear color Direct+GI but also the DirLightmap (otherwise normal map has no-sense). I’m not able to find any slot in the shader to load DirLightmap into material. I checked the frag shader files into github and I know that you have written DirLightmap decoding/encoding to work with Real Time Direct Baking. How can I proceed to import external DirLightmap instead?
Basically you overwrite the chunk with your own shader asset. You can either re-use standard material slots that you are not using for your textures or declare new uniforms in your chunk.
It’s worth pointing out the the shader chunk code API is not final and will almost certainly change in the future.