TextureBakeSettings

The settings in the <TextureBakeSettings> group configure the way lightmaps for mesh instances are laid out in the output textures.

The following block lists the settings available in this group, with their default values. Descriptions of the settings are below.

<TextureBakeSettings>
    <edgeDilation>5</edgeDilation>
    <bilinearFilter>true</bilinearFilter>
    <conservativeRasterization>false</conservativeRasterization>
</TextureBakeSettings>

edgeDilation

Expands each baked UV patch in the lightmap by the specified number of pixels. This expansion helps to prevent black borders from appearing in your game due to the GPU filtering in empty texels at the outside edge of the lightmap.

bilinearFilter

Ensures that the lightmaps are compatible with bilinear filtering in the GPU. This is most noticeable for atlased textures that are tightly packed. If there is only one pixel between two adjacent UV patches, enabling bilinear filtering ensures that the pixel is filled with the color from the correct patch. This helps to minimize light seams.

conservativeRasterization

Ensures that Beast will find space for all triangles in the UV layout, even when their UV charts are thinner than a single pixel. You may need to enable this setting if your UV atlases are tightly packed in low resolutions, or if there are very thin objects present.