Auto Scale In Lightmap
Auto Scale In Lightmap | ライトマップ自動スケーリング | การปรับขนาด Lightmap อัตโนมัติ #vrchat #unity #vcc #lightmap pic.twitter.com/YxtXZwSjqx
— LogicCuteGuy (@LogicCuteGuy) April 19, 2026
Menu Path: GameObject > LogicCuteGuy > Auto Scale In Lightmap
The Auto Scale In Lightmap tool solves the problem of inconsistent texel density across objects in a scene. It provides two sophisticated algorithms to normalize or adjust the Scale In Lightmap property of MeshRenderers.
Features
- Match Scale First (Global Multiplier): Normalizes every object so they naturally use the same default lightmap space, regardless of their physical size. This ensures that a large wall and a small cube have balanced resolution before you apply your final multiplier.
- Min/Max Ratio Mode: Automatically maps the smallest objects to a high resolution and the largest objects to a lower resolution, based on the actual size spectrum of your scene.
- Volume-Based Calculation: Option to calculate "size" based on the cubic root of volume (Width × Height × Depth) for more physically accurate results on varied shapes.
- Selective Application: Apply to the entire scene or only to currently selected objects and their children.
- Safety Toggles: Reset all scales to 1.0 with a single click, or include inactive objects in the auto-scaling process.
How to Use
- Open the tool from the LogicCuteGuy menu.
- Choose your Scaling Mode:
- For uniform density, use Global Multiplier.
- For hierarchical density (small items = high res), use Min Max Ratio.
- Toggle Calculate by Volume for complex shapes.
- Click Apply Auto Scale.
- View the console for a summary of how many objects were updated.
[!TIP] Use this tool before baking your final lightmaps to significantly reduce bake times and eliminate "blocky" shadows on small details while keeping large surfaces optimized.