Whether the Progressive Lightmapper extracts Ambient Occlusion to a separate lightmap. (Editor only).
When this is set to true
, Unity saves the filtered Ambient Occlusion (AO) texture to disk as a separate lightmap, in addition to applying it to the regular lightmaps. When this is set to false
, Unity does not save the filtered AO texture to disk separately.
Use this if you need to access the AO data separately.
Note that the values from _aoExponentDirect and _aoExponentIndirect are not applied; instead, the default values are used. The resulting lightmap is saved to disk in the same location as the other lightmaps.
This only works when autoGenerate is set to false
, and ao is set to true
.
See Also: Lighting Settings Asset, trainingDataDestination.