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Visuals Tab
Video Tutorial
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The Visuals tab provides a streamlined lighting workflow, GPU instancing tools, and material management utilities.
The Lighting Workflow section provides a streamlined 3-step process for setting up world lighting. A PC/Quest mode indicator shows your current build target.
One-click buttons apply optimized lighting settings based on your target platform.
Apply Recommended PC Settings:
- Lightmapper: Progressive GPU
- Mixed Lighting: Shadowmask
- Directional Mode: Directional
- Lightmap Resolution: 20 texels/unit
- Direct Samples: 64, Indirect Samples: 512
- Bounces: 4
Apply Bakery PC Settings (if Bakery installed):
- Render Mode: Shadowmask
- Directional Mode: Dominant
- Bounces: 5
- Samples: 16
- Texels Per Unit: 15
Apply Recommended Quest Settings:
- Lightmapper: Progressive GPU
- Mixed Lighting: Subtractive
- Directional Mode: Non-Directional (saves VRAM)
- Lightmap Resolution: 12 texels/unit
- Direct Samples: 32, Indirect Samples: 256
- Bounces: 2
- Lightmap Compression: High Quality
Apply Bakery Quest Settings (if Bakery installed):
- Render Mode: Subtractive
- Directional Mode: None
- Bounces: 2
- Samples: 8
- Texels Per Unit: 10
Save and load complete lighting configurations:
- Save Current: Captures all current Unity and Bakery lighting settings to a preset asset
- Load: Applies a saved preset to your scene
Presets store:
- Unity lightmapper settings (lightmapper type, mixed mode, directional mode, resolution, samples, bounces)
- Bakery settings (if installed): render mode, directional mode, bounces, samples, texels per unit
Auto-generate light probe volumes for your scene:
- Set Max Size for volume dimensions (default: 250)
- Click Auto-Generate to create volumes based on scene bounds
- Open Bakery (if installed) - Opens the Bakery window for GPU lightmapping
- Open Lighting (if Bakery not installed) - Opens Unity's Lighting window
The GPU Instancing section helps optimize draw calls through material instancing and consolidation.
Objects grouped by mesh and material that are ready for GPU instancing:
- Shows mesh name, material name, and object count
- Indicates which objects are static batched (greyed out)
- Per-object selection with checkboxes
- Sel button to select objects in hierarchy
- Switch to Static / Switch to Instancing buttons for quick conversion
Meshes using multiple materials that could benefit from consolidation:
- Groups objects by mesh, then by material
- Material thumbnail previews
- Per-object selection within material groups
- Master Material dropdown to select target material
- Consolidate Selected to merge materials
GPU Instancing and Static Batching are mutually exclusive. The UI helps manage this:
- Objects marked for instancing are greyed out in static batching
- Objects with static batching enabled are greyed out in instancing
- Quick toggle buttons to switch between modes
Configure the threshold for displaying instance groups (default: 5+ objects).
The Material Manager helps you batch-modify materials across your scene.
Each material in the list shows:
- Thumbnail - Preview of the material
- Material name - The asset name
- Sel button - Select the material in the Project window
- X button - Remove from the list
Toggle between two modes:
Whitelist Mode:
- Only affects materials/objects in the list
- Everything else is protected
- Use when you want to target specific items
Blacklist Mode:
- Affects everything EXCEPT items in the list
- Listed items are protected
- Use when you want to protect specific items
Drag and Drop:
- Drag GameObjects or Materials directly into the list area
Add Selected:
- Select objects in the Hierarchy
- Click Add Selected to add them to the list
Clear List:
- Click Clear to empty the list
Batch-swap shaders across multiple materials at once.
Shaders are sorted by priority:
- Popular shaders - Poiyomi, lilToon, Standard (top of list)
- Specialty shaders - VRChat mobile, specific use-cases
- Other shaders - Everything else alphabetically
- Hidden shaders - Internal shaders (bottom of list)
- Set up your whitelist or blacklist
- Select a shader from the dropdown
- Click Apply to [Whitelisted/Blacklisted] Materials
- All matching materials will be updated
When swapping shaders:
-
Main texture (
_MainTex) is preserved and remapped - Other properties may need manual adjustment
All shader swaps support Unity's Undo system:
- Press Ctrl+Z to revert changes
- Or use Edit > Undo
- Place probes where players will stand
- Add extra probes near walls and corners
- Don't place probes inside geometry
- Test shader swaps on a few materials first
- Keep backups of complex material setups
- Use whitelist mode for precision work
- Swap to mobile-friendly shaders for Quest builds
- Use the Auditor tab's shader scanner to find non-mobile shaders