


Unity seems to always be ahead of the curve though, so I'm guessing they just have a different way of getting all these static shadows into the set of a game. Am I just not enabling vertex lighting somehow or is Unity just not able to implement vertex lighting at this point?Īn example of vertex lighting is in the below image where the light appears to be casting a shadow onto a tiled image (just in front of the green guy). However, I tried baking some lighting into the vertices of a Maya object, but apparently Unity is not reading in any of this data. So it's typically used with static set pieces, and then different kinds of shadows are used for interacive entities. But for wherever you have static lights, it's an extremely efficient way to get a whole bunch of depth and shadow into your game. This technique works for fixed shadows, so if you're going to have a dynamic light in the scene, this isn't the best way to go. It's similar to baking the lighting into the texture, but it has a massive advantage in that you don't have to create a new texture for every single part of your set. The technique of vertex lighting lets you bake lighting/color information into the vertices of the mesh itself so that you can get the visual effect of lighting without calculating them every frame. I saw this earlier question about vertext lighting,, but the post seemed to get bogged down in all kinds of other shadow/lighting techniques.
