Yo Thankyou @sebavan and @Evgeni_Popov for helping get all my Spherical Harmonics working and helping me work out the kinks in my Babylon Toolkit IBL Baking Tools.
Now I can capture the ambiance and warmth of authored Unity scene in a self contained interactive babylon toolkit gltf file. The only code was setting the up the physics plugin, loading interactive gltf assets and attaching a Third person controller script component at runtime.
That video is of a Commercial Asset on the Unity Asset Store:
I am using the Babylon Toolkit to export this HUGE LEVEL. The entire scene environment, out the box (Only Static Batching, Using My Geometry Tools… You remember those tools)
Babylon Toolkit: Nearly Pixel Recreations Of The Entire Scene Environment.
From the HDR Lighting generated from Unity internal baked sperical harmonics. To my custom shader and material plugins to support Unity style Split IBL Lighting, Terrain, Tree Instances, Paintable Grass and Detail proptypes, Wavy Grass In The Wind, Etc…
Static batched THOUSANDS of meshes and colliders (over 2200 tree instances alone). The WHOLE SCENE… 41 TOTAL MESHES and 39 DRAW CALLS.
INCLUDING PHYSICS ENABLED ON THE ENTIRE TRACK SURFACE AND SURROUNDING AREAS