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This property describes what part of a light's contribution can be baked.
If this setting is
LightmapBakeType.Realtime, realtime indirect GI can be precomputed, and then updated at runtime. If this setting is
LightmapBakeType.Baked, this light will be baked and won't be evaluated at runtime. If this setting is
LightmapBakeType.Mixed, this light will be a composition of baked and run time evaluation based on the selected Mixed Light mode in the lighting window's Settings tab.
This property is only exposed to Editor scripts. It is not exposed during Play mode.
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