Important: The Built-In Render Pipeline is deprecated and will be made obsolete in a future release.
It remains supported, including bug fixes and maintenance, through the full Unity 6.7 LTS lifecycle.
For more information on migration, refer to Migrating from the Built-In Render Pipeline to the Universal Render Pipeline and Render pipeline feature comparison.
Fix issues that cause baked global illuminationA group of techniques that model both direct and indirect lighting to provide realistic lighting results.
See in Glossary in the sceneA 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 to fail.
Baked global illumination fails to render in the scene, resulting in less lights in the scene and making shadows and overall image appear darker then intended.
If some prerequisites are not met, Progressive LightmapperA tool in Unity that bakes lightmaps according to the arrangement of lights and geometry in your scene. More info
See in Glossary might fail to generate lighting in your scene. These commonly include, but are not limited to:
To mark objects as GI Contributors, follow these steps:
Receive Global Illumination contains two options:
Lightmaps: Select this option if the GameObject is a static object that should be baked directly into the lightmaps. This is ideal for larger objects or those that are part of the environment (like walls, floors, or large props). The GameObject will receive and contribute Global Illumination (GI) directly to the lightmaps.
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: Use this option for smaller, dynamic, or detailed objects that don’t need to be baked directly into lightmaps. The GameObject will instead receive GI from nearby Light Probes, while still contributing GI to the surrounding lightmaps. This helps optimize lightmap usage and reduces baking costs for objects like small props or moving items.
When a GameObject is marked as a GI contributor, the object can both receive and bounce light to other surfaces. To ensure the lighting on reflective surfaces are correct, include objects in Reflection ProbesA rendering component that captures a spherical view of its surroundings in all directions, rather like a camera. The captured image is then stored as a Cubemap that can be used by objects with reflective materials. More info
See in Glossary to capture this bounced lighting information:
Inspect the properties of the your scene lights to check if they are properly set to contribute to global illumination (GI).
Only mixed and baked lightsLight components whose Mode property is set to Baked. Unity pre-calculates the illumination from Baked Lights before runtime, and does not include them in any runtime lighting calculations. More info
See in Glossary can contribute to baked GI. To ensure the lights in your scene are in the correct mode, select a light and inspect their Light component. Their Mode must be set to either Mixed or Baked.
Check the other properties for other issues that can affect the ability for the scene lights to contribute to GI:
In the Lighting window (Window > Rendering > Lighting), make sure that the Lighting Settings Asset field is not blank. If there is no asset assigned, click on the New Lighting Settings button. This creates and assigns an asset, so you can edit properties in the Lighting window.
Once you have done that, check for the following issues:
Custom shaders can cause the GI computation to fail. To determine if custom shaders are the cause, use the Editor’s built-in shaders to debug the issue.
Select one of the built-in shaders:
If Unity is able to generate lighting after switching to one of the shaders above, then your custom shaders may be causing the issue. Ensure that your surface shadersA streamlined way of writing shaders for the Built-in Render Pipeline. More info
See in Glossary contain the LIGHTMAP_ON shader keyword before checking GI computation again.
For more information on how to customize the baked GI output using shaders, refer to Customize how shaders contribute lightmap data in the Built-In Render Pipeline.
If the previous steps didn’t solve the problem, please follow the additional steps and tips: