Mirage Pro: Difference between revisions
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Revision as of 17:18, 8 July 2026
Mirage documentation
- Overview & Quick Start
- Setup the target(s)
- Quality Settings
- Information Panel
- LOD Group Settings
- Runtime Baking
- Post-Baking Adjustments
- Memory Optimization
- Compatibility & Limitations
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Mirage Pro is an impostor baking toolkit for Unity. It extends Mirage with runtime impostor baking (see Runtime Baking). This page is the entry point; use the navigation box to jump to a specific topic.
What is an impostor
An impostor (or imposter) is a dynamically rendered billboard texture map used to give an illusion of 3D geometry in the distance.
In the Mirage context, you can have as many objects as you want in a single impostor, and all of the points of view are stored into albedo, normal and metallic maps. Smoothness and occlusion are not baked into textures yet, but are still customizable through post-baking options.
Setup
The whole package is contained in the Mirage folder resulting from the import, but you can move it wherever you want.
How to bake your first impostor
Mirage consists of a single editor window. Open it via Window → Mirage → Impostors.
For a simple one-click impostor, drag and drop the common ancestor of all the objects you want to bake into the target area and click the Generate Impostor button.
You can also customize many settings for more advanced usage. There are five category foldouts that can be expanded or collapsed by clicking their title. Even when collapsed, they still provide basic information or controls on the right of the title.
The pages linked in the navigation box explain each category in detail:
- Setup the target(s) — choosing the source objects.
- Quality Settings — baking topology and resolution.
- Information Panel — real-time feedback while tweaking.
- LOD Group Settings — automatic LOD integration.
- Runtime Baking — baking impostors at run time (Mirage PRO).
- Post-Baking Adjustments — the material shader GUI.
- Memory Optimization — the Impostor Optimizer.
- Compatibility & Limitations — supported objects and known limits.