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Unity Engine


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Script Reference

Unity Engine


Baking lightmaps before runtime

Resources for precalculating the lit colors of GameObjects and storing them in textures called lightmaps.
읽는 시간 1분최근 업데이트: 한 달 전

Resources for precalculating the lit colors of GameObjects and storing them in textures called lightmaps.

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Description

Lightmaps and bakingLearn about precalculating the color and brightness of surfaces in a scene, then storing the result in a texture called a lightmap for later use.
Set up your scene and lights for bakingSet up meshes and GameObjects so that they store precalculated color in lightmaps.
Preview baked lightingEdit a scene and preview changes to lightmaps and lighting without affecting the baked lightmaps.
Bake lightingGenerate lightmaps for your scene.
Configuring baking lightmapsResources for choosing a light baking backend, and changing how GameObjects store lighting in lightmaps.
Troubleshooting baked lightmapsSolve common issues with baked lightmaps, such as hard edges or light bleeding.
Troubleshooting materials missing specular highlightsTroubleshoot issues causing materials missing specular highlights.
Optimize baking with the Progressive GPU LightmapperSpeed up baking time with the Progressive GPU Lightmapper by configuring baking settings or selecting different GPUs for rendering and baking.
Lightmapping settings in the Lighting Settings Asset referenceExplore the properties and settings in the Lighting Settings Asset window to customize baking lightmaps.

Additional resources