{"repo":"OlegDzhuraev/MeshBaker","free":true,"listed":false,"github":"https://github.com/OlegDzhuraev/MeshBaker","clone":"git clone https://github.com/OlegDzhuraev/MeshBaker.git","description":"Mesh & Texture atlas baker tool for Unity Engine.","language":"C#","stars":32,"topics":["gamedev","unity"],"license":"Apache-2.0","category":"game-templates","readme_excerpt":"Mesh Baker tool Allows you to combine several meshes into one, and combine their textures to atlases for optimization purposes. Features - Supports almost unlimited meshes per combine (but it is necessary to use common sense, personally determining the necessary limit). - Supports bake of Albedo, Normal, Specular/Metallic and AO maps to texture atlases. - Generates mesh UVs for Lightmapper. - Supports mesh save to the Assets folder. - Supports generated meshes with up to 4 billion vertices (but not guaranteed to rendered on all platforms. In this case, try to keep vertex count lower than 65536). Limitations Limitations may be removed in the future versions. - Supports only BiRP materials (Standard and Standard (Specular setup)). How to 1. Open Tools - Mesh Baker in the top menu. 2. Select required meshes on scene. 3. Change parameters to fit your needs. 4. Press Bake in the tool interface. Recommendations - Textures are better to have square aspect ratio (non-square is supported, but not in the most efficient way). Also, if textures have different sizes, them will be scaled to a smaller one in the final texture atlas. - Selected meshes should have same material to allow tool produce correct results. Additional info - This tool sets Read/Write flag value to enabled on all processed textures (to be able operate them).","default_branch":null,"files":null,"tree":[],"storefront":"/r/OlegDzhuraev","claimed":false,"request_supported":{"post":"https://gitbuyer.com/r/OlegDzhuraev/MeshBaker/request-supported","requests":0},"note":"indexed from public GitHub; nothing is for sale on this page. Clone it from GitHub. Paid listings live at /search."}