# ContributeGI

> Include the target Mesh Renderer in global illumination calculations.

## Definition

* **Type:** Field
* **Namespace:** [UnityEditor](/engine/6000.0/script-reference/unityeditor.md)
* **Assembly:** UnityEditor

```csharp
ContributeGI = 1
```

### Remarks

These calculations take place while precomputing lighting data at bake time. The ContributeGI property exposes the [ReceiveGI](/engine/6000.0/script-reference/unityengine/receivegi.md) property. The ContributeGI property only takes effect if you enable a global illumination setting such as Baked Global Illumination or Enlighten Realtime Global Illumination for the target Scene. For additional context, see this tutorial for setting up the Built-in Render Pipeline and lighting in Unity.

```csharp
using UnityEngine;
using UnityEditor;
public class StaticEditorFlagsExample
{
    [MenuItem("Examples/Create GameObject and set Static Editor Flags")]
    static void CreateGameObjectAndSetStaticEditorFlags()
    {
        // Create a GameObject
        var go = new GameObject("Example");
        // Set the GameObject's StaticEditorFlags
        var flags = StaticEditorFlags.ContributeGI;
        GameObjectUtility.SetStaticEditorFlags(go, flags);
    }
}
```

Additional Resources: [GameObjectUtility.SetStaticEditorFlags](/engine/6000.0/script-reference/unityeditor/gameobjectutility/setstaticeditorflags.md), [GameObject.isStatic](/engine/6000.0/script-reference/unityengine/gameobject/isstatic.md).
