Awesome
BakeShader
- Adds "Bake Shader" window (under Window/Cyanilux/BakeShader)
- Includes modes : Texture2D (png), Texture3D asset, Flipbook, MeshRenderer
- Also adds "Bake" options to the "..." context menus on Material asset and MeshRenderer component
- (If BakeShader window is open, this will use resolution & path settings set there, otherwise uses defaults mentioned below)
- Should work in any render pipeline!
- By default, results are saved under Assets/BakedTextures
Setup:
- Install via Package Manager → Add package via git URL :
https://github.com/Cyanilux/BakeShader.git
- Alternatively, download and put the folder in your Assets
Bake Modes :
- Texture2D (png)
- Shader is blit (basically draws a quad)
- Result saved as .png
- Defaults to 2048x2048 size
- Texture3D
- Shader is blit in slices. Use
_Slice
Float property in shader calculations. This ranges from 0 to 1 through the depth of the Texture3D
- Result saved as Texture3D asset
- Defaults to 128x128x128 size
- Flipbook
- Same as Texture3D, but slices are combined vertically into a long Texture2D
- Result saved as .png, this could then be imported as a regular texture (for usage with Flipbook node later) or as a 2D Array, or 3D Texture.
- Defaults to 256x256 size (per slice), 32 slices, (so final image size of 256x8192)
- MeshRenderer : Renderer is drawn to Texture2D
- Will bake using first Material only. Scene View must be open for Renderer baking to occur
- Defaults to 2048x2048 size
- For the intended result, shader should be unlit and output using UV coordinates instead of vertices :
- For Shader Graphs, use the provided
Bake Shader Vertex Pos
subgraph in the Position port on the Vertex stack. Also use Render Face : Both
in graph settings.
- Note that using the
Position
node in Fragment stage will now produce different results, as this changes the vertex positions. In v12+ we can avoid this by using a Custom Interpolator to pass the unmodified vertex pos through, if required. See : https://www.cyanilux.com/tutorials/intro-to-shader-graph/#custom-interpolators
- For Shader Code (CG/HLSL), the following should work (though some variables may need renaming). The pass should also specify
Cull Off
#pragma multi_compile _ _BAKESHADER
// in vertex function :
#ifdef _BAKESHADER
float2 remappedUV = IN.uv.xy * 2 - 1;
float4 outputPos = float4(remappedUV.x, remappedUV.y, 0, 1);
OUT.vertex = outputPos; // Built-in RP
OUT.positionCS = outputPos; // URP
#else
OUT.vertex = UnityObjectToClipPos(IN.vertex); // Built-in RP
OUT.positionCS = TransformObjectToHClip(IN.vertex); // URP
#endif
// (where "vertex" / "positionCS" is the common naming convention for the parameter using SV_POSITION semantic)