Resources for improving performance by setting up Unity to do complicated lighting calculations ahead of time, either by baking 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 into a build or creating lightmaps at runtime.
Page | Description |
---|---|
Baking lightmaps before runtime | Resources for precalculating the lit colors of GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info See in Glossary and storing them in textures called lightmaps. |
Creating lightmaps at runtime with Enlighten Realtime Global Illumination | Resources for using EnlightenA lighting system by Geomerics used in Unity for Enlighten Realtime Global Illumination. More info See in Glossary to precalculate visibility information, which Unity uses to create and update lightmaps at runtime. |
Configuring lightmapping | Resources for choosing between baked and real-time lightmapping, and changing how GameObjects contribute to lightmaps. |