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Bake to Vertex Color enables users to bake multiple render passes directly to vertex colours, including diffuse, emission, and ambient occlusion. It benefits game asset workflows by increasing performance by decreasing the need for heavy texture maps. Creating custom shaders in the Cycles rendering engine provides a multitude of possibilities for both artists and developers.
Image 1: It enables the baking of various render passes directly to vertex colors, optimizing workflows for game asset creation.
Image 2: By integrating with custom shaders in Cycles, it offers endless creative possibilities for enhancing visual output.
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