# realtimeLightmapScaleOffset

> The UV scale & offset used for a real-time lightmap.

## Definition

* **Type:** Property
* **Namespace:** [UnityEngine](/engine/6000.5/script-reference/unityengine.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
public Vector4 realtimeLightmapScaleOffset { get; set; }
```

### Remarks

Same as [Renderer.lightmapScaleOffset](/engine/6000.5/script-reference/unityengine/renderer/lightmapscaleoffset.md), but for real-time lightmaps.

A real-time lightmap is a texture atlas and multiple Renderers can use different portions of the same lightmap.

The vector's x and y refer to UV scale, while z and w refer to UV offset.

Note: this property is only serialized when building the player. In all the other cases it's the responsibility of the Unity lightmapping system (or a custom script that brings external lightmapping data) to set it when the Scene loads or playmode is entered.

Additional Resources: [LightmapSettings](/engine/6000.5/script-reference/unityengine/lightmapsettings.md) class, [Renderer.lightmapScaleOffset](/engine/6000.5/script-reference/unityengine/renderer/lightmapscaleoffset.md) property, [ShaderLab properties](/engine/6000.5/manual/materials-and-shaders/shaders/reference/sl-reference/sl-shader-object/sl-properties.md).
