Solver
Setting in this section control what type of texture is being baked inside mesh and how it is stored there.

Vertex Forge works with 7 types of textures. Each one can be baked inside different mesh vertex buffers, or combined together.
Baking multiple textures has its order, texture that is the first in the list is baked first, then the second one (below it) and so on. Editor tool simultaneously can bake 12 textures.
Texture2D and Cubemap textures for baking can be read directly from the materials used by selected meshes or can use any custom texture files:

If texture for baking is read from the material, then its shader property name needs to be selected from the Prop Name list. Property names in this list depends on the materials used by objects in the conversion list:

Based on the selected baked texture types and their options, editor window displays whether selected meshes meet baking requirements or not (does mesh has UVs, or normals for cubemap baking, or if used material has selected texture property, etc):

Editor tool can bake texture inside any mesh vertex buffer and inside any channel of it:

Screenshot below demonstrates baking 4 textures values inside the same Color buffer:
Red channel of 'Metallic' texture is saved inside Color buffer's Red channel.
Red channel of 'Smoothness' texture is saved inside Color buffer's Green channel.
Red channel of 'AO' texture is saved inside Color buffer's Blue channel.
Alpha channel of 'Transparency' texture is saved inside Color buffer's Alpha channel.

When baking texture inside mesh vertex buffer, it is possible to choose how it blends with the data that already exists inside that buffer:

If channel of the vertex buffer is not used, then Merge Mode also has no effect. For example, on the screenshot above while all textures are saved inside the same buffer, each one is stored inside different channel and replaces bake data only in that channel, without affecting others.
Baking all types of textures inside Color buffer is not recommended. Note, that Unity clamps data values store inside Color buffer to the range of [0, 1]. It can not hold HDR data and negative values and is affected by color space conversion.
Inside Color buffer store only color (sRGB data) textures.
Last updated