By default, diffuse and normal maps are in 2k, AO is 1k, I think it is the best compromise for quality / performance.On these sites you can find the originals and use them in 4k or even 8k if that makes sense to you 🙂
All the materials uses the Universal rendering Pipeline lit shader, and the reason why I haven’t used a custom shader is for compatibility reason.Infact some useful tools like bakery doesn’t work with custom shader, depending on your scene size in some cases is better to merge different elements into one for reducing draw calls.As I’ve sayd at first, this package is thincked for being extensible and fully customizable.
LOD AND BAKED LIGHTING
Game objects have all a LOD component with 4/5 meshes depending on the case, this has been done for having a smooth transitions when switching Lods, but you can also reduce them and changing the distances. For baked lightning, Unity by default bake only the first element (LOD0) for better comprehensions see documentation (https://docs.unity3d.com/Manual/LODForBakedGI.html).This fact does it means that for bake the other meshes you have to use Light Probes if you want to avoid graphics issues in transition between LODS.For what I have tested, the best result is using small scripts that you have to manually add to all LODS except LOD0.This script is called LightmappedLOD.cs and you can find here under the MIT license:https://github.com/laurenth-personal/LODLightmapScriptsWhat this script does is to apply the baked lightmap of UV0 to all the other LODS for the same game object, this is possible only if all meshes shared the same UV Lightmap.
Why this script isn’t included and i have to manually add it?
This script isn’t a must, you can also use Light Probes but for what i’ve seen this script reach the better result.
This script isn’t mine
Using LODS components allows you to have nice and detailed meshes when you are close to an object and to reduce polycounts when you are far enough away, but there will always be a small jump when switching between meshes, even using the script from above because when the mesh changes, the way the light jumps over them also changes. The above solutions help reduce this jump but don’t eliminate it. Especially when you are away from the object, sometimes a clever use of fog could be useful to hide this jump.
All the meshes in the package have 2 UVS, the first one for materials and the second one for lightmap and in this one there is enought space for avoiding UVOverlapping.UV Overlap in most cases isn’t an issue but if you notice strange artifacts you should increase lightmap resolution in the lighting panel.In my test, with a lightmap resolution of 60 texels per unit meshes doesn’t have UV Overlap.For more info see the documentation at: https://docs.unity3d.com/Manual/ProgressiveLightmapper-UVOverlap.html Depending on the sales of this kit, I may consider increasing the number of items and adding more variations in future releases.Let me know if my work has been useful for your projects, for any question, suggestion or support do not hesitate to contact me at my references.