Mr F
@guycalledfrank.bsky.social
Graphics programmer, indie game developer.
Developed Bakery (a GPU lightmapper) and some other tools.
Ex-PlayCanvas engine dev.
Working on Faded: https://linktr.ee/fadedthegame
Other stuff: https://ndotl.wordpress.com/cv/
Developed Bakery (a GPU lightmapper) and some other tools.
Ex-PlayCanvas engine dev.
Working on Faded: https://linktr.ee/fadedthegame
Other stuff: https://ndotl.wordpress.com/cv/
Nice!
How are the blobs applied though? Are they computed inside the receiver's pixel shader? In a loop? Or multipass with blend? Or deferred? Or...
How are the blobs applied though? Are they computed inside the receiver's pixel shader? In a loop? Or multipass with blend? Or deferred? Or...
October 7, 2025 at 7:42 PM
Nice!
How are the blobs applied though? Are they computed inside the receiver's pixel shader? In a loop? Or multipass with blend? Or deferred? Or...
How are the blobs applied though? Are they computed inside the receiver's pixel shader? In a loop? Or multipass with blend? Or deferred? Or...
October 4, 2025 at 12:39 PM
Full changelog: docs.google.com/document/d/1...
Bakery - GPU Lightmapper (changelog)
Bakery - GPU Lightmapper Changelog v1.1 - Added support for custom shaders (Meta Pass). Includes any procedural albedo and emission. Opacity maps are still taken by name. - Added HDRP and LWRP suppor...
docs.google.com
October 4, 2025 at 12:38 PM
Full changelog: docs.google.com/document/d/1...
Github access is here if you have the Store one: geom.io/bakery/wiki/...
Github access - Bakery GPU Lightmapper: Wiki
geom.io
September 28, 2025 at 10:18 AM
Github access is here if you have the Store one: geom.io/bakery/wiki/...
Additional important note: Light Filter meshes still receive diffuse lighting as any other lightmapped objects. Not visible on my video because I'm using a simple multiply-blend shader, but you can sample lightmaps on them (make a dusty stained glass?)
September 11, 2025 at 8:51 PM
Additional important note: Light Filter meshes still receive diffuse lighting as any other lightmapped objects. Not visible on my video because I'm using a simple multiply-blend shader, but you can sample lightmaps on them (make a dusty stained glass?)
Important notes:
- It tints all direct/indirect rays, but doesn't scatter them. For that try Bakery's SSS feature instead.
- Works with all directional modes, light types, GI, probes, volumes.
- In Shadowmask mode, as masks are assumed grayscale, only R channel is used
- It tints all direct/indirect rays, but doesn't scatter them. For that try Bakery's SSS feature instead.
- Works with all directional modes, light types, GI, probes, volumes.
- In Shadowmask mode, as masks are assumed grayscale, only R channel is used
September 11, 2025 at 7:32 PM
Important notes:
- It tints all direct/indirect rays, but doesn't scatter them. For that try Bakery's SSS feature instead.
- Works with all directional modes, light types, GI, probes, volumes.
- In Shadowmask mode, as masks are assumed grayscale, only R channel is used
- It tints all direct/indirect rays, but doesn't scatter them. For that try Bakery's SSS feature instead.
- Works with all directional modes, light types, GI, probes, volumes.
- In Shadowmask mode, as masks are assumed grayscale, only R channel is used
Oh boy, got the textures hooked up
September 8, 2025 at 4:16 PM
Oh boy, got the textures hooked up
(excuse the noise)
September 7, 2025 at 10:51 PM
(excuse the noise)
Yeah... mostly to prevent any floating issues when re-transforming vertices.
A validation script should probably check for renderer.bounds.center?
A validation script should probably check for renderer.bounds.center?
renderer.bounds.center
September 2, 2025 at 7:05 AM
Yeah... mostly to prevent any floating issues when re-transforming vertices.
A validation script should probably check for renderer.bounds.center?
A validation script should probably check for renderer.bounds.center?
Hi, thanks! :)
All your shaders need to do is here: geom.io/bakery/wiki/...
... I didn't mention ZWrite Off, as it's "obvious", but yeah... good point - will add it to the docs now.
All your shaders need to do is here: geom.io/bakery/wiki/...
... I didn't mention ZWrite Off, as it's "obvious", but yeah... good point - will add it to the docs now.
September 2, 2025 at 7:02 AM
Hi, thanks! :)
All your shaders need to do is here: geom.io/bakery/wiki/...
... I didn't mention ZWrite Off, as it's "obvious", but yeah... good point - will add it to the docs now.
All your shaders need to do is here: geom.io/bakery/wiki/...
... I didn't mention ZWrite Off, as it's "obvious", but yeah... good point - will add it to the docs now.