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ello, have a look at the example level. how would you achieve the same texture resolution of the grass for example if you baked everything into one image? you would need a 8192x8192 image or something like that.




yes, but if i bake the shadows and use detailmaps like gras and stone and blendmaps etc within a shader. i mean the baked shadow already provides a good uv-set and based on that i can tile the grass and other textures by using multipliers inside the shader code and in the end i take the shadowmap and multiply it. that should give the same results, right?