Learn to make cutscenes in unity3d by building a stealth Game.
Objective: Understand Occlusion Map.
What is the Occlusion Map?
An occlusion map is a greyscale image, with white indicating areas that should receive full indirect lighting, and black showing no indirect lighting.
Sometimes this is as simple as a greyscale height map, a greyscale Texture that stores height data for an object. Each pixel stores the height difference perpendicular to the face that the pixel represents.
Note: Occlusion texture maps are normally calculated by 3D applications directly from the 3D model using the modeler or third-party software.
Remember dark part means no light, and white or grey mean those part will have high indirect light but we can modify how low or high those part have indirect light using the occlusion channel value.
Before going further, we need to know how we set the door to have an occlusion map just like the left door and be able to demonstrate the effect of the occlusion map on our right door.
In the first step create a material rename it Door_mat, and assign the door texture.
Expand the door and assign the materials for the two-door handle.
This part is where we need to assign the Occlusion map texture, select the Door mat < Occlusion <round dot, and assign the occlusion map texture for the door.
Now, let's change the value, to give the ability to have high or low indirect lighting according to our occlusion map texture.
See you in the following article.