Perhaps it's that I'm testing in 2017.3 b10 at the moment, but it seems like the node doesn't return any values, regardless of lighting mode (standard, custom, unlit, etc).
Broadly speaking, I'd like to be able to make use of the lightmap texture resource within my own custom lighting models or lighting models beyond "standard". That, or be able to have more control over how the lightmap is applied when using the standard lighting model.
I'm not well informed on how lightmaps are actually handled, so I may be asking for the impossible here, but these are some ideal use cases that I can imagine: - Remapping lightmap data before applying it - Drive a lerp with the lightmap values - Expose the lightmap UVs so they can be warped with a flowmap or other math.
Basically, I'm looking for a 'lightmap' node that I can use in conjunction with any of the other ASE nodes. Maybe a simpler option would be a node that returns only shadowmap information, but ignores Unity's Global Illumination pipeline?
Anyway, thanks for the response and I'm curious about what your thoughts are on all this! Cheers!
Having thought a little more about it, it seems that the the most likely reason for the issue has to do with the Unity version i'm testing with and the large changes to the light baking pipeline that Unity has made in it.
I'll test this out, both on a supported version of Unity, and with the various different GI/baked lighting methods available in 2017.3 b10.