Note: This is a preview feature and is subject to change. If you have ScenesA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary that use this feature, you might need to update them in a future release. Do not rely on this feature for full-scale production until it is officially released.
The GPU Lightmapper gives you an interactive workflow when you’re setting up and tweaking the lighting in your Scene. Because this lightmapper uses the GPU in your computer to generate baked lightmapsA pre-rendered texture that contains the effects of light sources on static objects in the scene. Lightmaps are overlaid on top of scene geometry to create the effect of lighting. More info
See in Glossary and Light probesLight probes store information about how light passes through space in your scene. A collection of light probes arranged within a given space can improve lighting on moving objects and static LOD scenery within that space. More info
See in Glossary, it’s a faster alternative to the CPU Progressive Lightmapper. Sampling and noise patterns look slightly different than those produced by the CPU lightmapper, because the sampling algorithm is different.
To use the Progressive GPU Lightmapper, your computer must have:
If your computer has more than one GPU, Unity selects the same GPU that the Editor uses. It is possible to choose one GPU for rendering and a different GPU for light baking. For information on how to change this, see the section below, Configure which GPU to use for the lightmapper.
Note: If the baking process uses more than the available GPU memory, the process can fall back to the CPU Lightmapper. Some graphics drivers with virtual memory support swap to CPU memory instead, which makes the baking process slower.
To select the Progressive GPU Lightmapper in the Unity Editor:
It is possible to select one GPU for rendering the Scene and another GPU for baking lighting. If the automatic GPU assignment don’t fit your needs, you can specify which graphics card to use for baking.
To see which GPU Unity currently uses for baking, in the Editor: In your Project, open the Lighting window. Next to Bake Performance, you can see the GPU.
To see the available GPUs in your machine:
To select a specific GPU for baking, enter this command at the command line (replace
device index with the relevant numbers):
Unity.exe "-OpenCL-PlatformAndDeviceIndices" <platform> <device index>
Your choice of assignment should depend on your needs while you’re working on the Scene. If you assign the strongest GPU to either activity, this can incur a performance impact on the other activity. If you encounter issues, try re-assigning GPUs.
The Progressive GPU Lightmapper does not support:
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