# seamoptimizer **Repository Path**: eloncode/seamoptimizer ## Basic Information - **Project Name**: seamoptimizer - **Description**: Optimizing Lightmap seams in Unity with stitching. - **Primary Language**: Unknown - **License**: MIT - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 0 - **Created**: 2020-11-09 - **Last Updated**: 2020-12-19 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README # seamoptimizer This is Unity port of [and/seampotimizer](https://github.com/ands/seamoptimizer). The idea comes from [Lighting Technology of „The Last Of Us”](http://miciwan.com/SIGGRAPH2013/Lighting%20Technology%20of%20The%20Last%20Of%20Us.pdf). Unity has provided [Lightmap seam stitching](https://docs.unity3d.com/Manual/Lightmapping-SeamStitching.html) for its Progressive Lightmapper. You may also check that if you need this. **This is a part time project just for fun. No heavy use in project yet.** If you have any problem and are willing to provide scene example, I'll dig in when free. # Example Just a corner case: a cube with different lightmapped color on faces. ![](Images/nonoptimized.png) After optimizing seams, these connect faces get blurred. ![](Images/optimized.png) Just for comparsion, optimized lightmap with Point sampling. ![](Images/optimized_point.png) All the functions are provided in the `SO` menu. # Thanks - To Andreas for his seamoptimizer. (I also like his work lightmapper a lot!)