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@@ -67,8 +67,8 @@ namespace Unity3D2Babylon
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private void ConvertUnityLightToBabylon(Light light, GameObject gameObject, float progress, ref UnityMetaData metaData, ref List<BabylonExport.Entities.BabylonParticleSystem> particleSystems, ref List<UnityFlareSystem> lensFlares, ref string componentTags)
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{
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- // No Baking Or Inactive Lights
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- if (exportationOptions.DefaultLightmapMode == (int)BabylonLightmapMode.FullLightBaking || light.type == LightType.Area || light.isActiveAndEnabled == false) return;
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+ // No Inactive Or Baking Lights
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+ if (light.isActiveAndEnabled == false || light.type == LightType.Area || light.lightmappingMode == LightmappingMode.Baked) return;
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ExporterWindow.ReportProgress(progress, "Exporting light: " + light.name);
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BabylonLight babylonLight = new BabylonLight
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@@ -120,7 +120,7 @@ namespace Unity3D2Babylon
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ParseParticleSystems(gameObject, babylonLight.id, ref particleSystems);
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// Shadow Maps
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- if (exportationOptions.ExportShadows && light.lightmappingMode != LightmappingMode.Baked)
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+ if (exportationOptions.ExportShadows)
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{
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if ((light.type == LightType.Directional || light.type == LightType.Spot) && light.shadows != LightShadows.None)
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{
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