To generate baked lightmaps and Light Probes, Unity provides the following light baking backends:
The Unity Compute Light Baker uses your computer’s GPU and video RAM (VRAM). It relies on the Unity Compute shaders and the Unified Ray Tracing API. It’s available in the Universal Render Pipeline (URP) and the High Definition Render Pipeline (HDRP) only.
The Progressive GPU Lightmapper uses your computer’s GPU and video RAM (VRAM). It relies on OpenCL.
The Progressive CPU Lightmapper uses your computer’s CPU and system RAM.
Important: The Progressive CPU Lightmapper is deprecated and will be removed in a future release.
Use the Unity Compute Light Baker or the Progressive GPU Lightmapper instead. Baked lighting might look different after you change backend, so you might need to adjust your lighting setup.
For more information, refer to Choose a light baking backend and Unity Compute Light Baker.
The Progressive GPU Lightmapper and the Progressive CPU Lightmapper are the two backends of the Progressive Light Baker.
If your project uses the Built-In Render Pipeline, the Unity Compute Light Baker isn’t available. Use the Progressive GPU Lightmapper instead.
Selecting a backend has two levels: you select the default light baker for the project, and then, if the project uses the Progressive Light Baker, you select the backend for each scene.
For more information, refer to Light Baker in the Graphics settings window reference.
This step applies only when Default Light Baker is set to Progressive Light Baker.
You can perform many of the functions available in this window via scripts, using the LightmapEditorSettings and Lightmapping APIs.
In order to use the Progressive GPU Lightmapper, your computer must meet these minimum specifications:
If the scene you are baking requires more VRAM than is available on the designated GPU, bake times can significantly increase.
The Progressive GPU Lightmapper does not support OpenCL CPU devices.
The Apple silicon version of the Unity Editor is not compatible with the Progressive CPU Lightmapper. However, it is compatible with the Progressive GPU Lightmapper and the Unity Compute Light Baker.
Refer to render pipeline feature comparison for more information about support for light baking backends across render pipelines.