Photogrammetry is becoming more and more popular in the CG industry. Being able to use a regular camera as a powerful 3D scanner opens an appealing way of creating realistic 3D assets. However, raw textures generated using this technique contain a lot of lighting information that should be removed. The Unity De-Lighting Tool has been developed to solve this complex problem.
The De-Lighting process requires an environment map that exactly matches the lighting conditions of the captured object. Typically, an environment map should be captured during asset acquisition.
Because the De-Lighting Tool extracts environment lighting directly from the original lit texture, there is no need to capture any extra data for de-lighting.
In addition to the original lit textures, the tool requires the following data (provided in texture maps):
These texture maps can be baked in Knald, xNormal, Substance Designer or any other baking tool.
Once lighting is removed, the texture can be used as an Albedo map in a standard PBR material. The resulting asset can be correctly shaded.