I thought it would be a good idea to use baked textures for performance sake however I don’t know how to not use lights and still let it be lit so the baked textures work. When using ‘MeshBasicMaterial’ this doesn’t get affected by light so is there a way to achieve this for an imported gltf file?
This is the code of my model loader:
In Blender if you plug in the baked texture image now directly to the shader output, the gltf material will be exported as unlit basic material iirc (cc/ @donmccurdy I think he mentioned that)
One more question that I didn’t really want to make a new topic for, how does this work when I need to change the alpha value? Before the alpha from the image went into the alpha in the BDSF but now that I don’t have the BDSF I can’t change the alpha value. There doesn’t seem to be a node that just changes alpha.
Before and after: