Version: Unity 6.7 Alpha (6000.7)
Language : English
Global illumination
Introduction to lightmaps and baking

Baking lightmaps before runtime

Resources for precalculating the lit colors of GameObjects and storing them in textures called lightmaps.

Page Description
Lightmaps and baking Learn about precalculating the color and brightness of surfaces in a scene, then storing the result in a texture called a lightmap for later use.
Set up your scene and lights for baking Set up meshes and GameObjects so that they store precalculated color in lightmaps.
Preview baked lighting Edit a scene and preview changes to lightmaps and lighting without affecting the baked lightmaps.
Bake lighting Generate lightmaps for your scene.
Configuring baking lightmaps Resources for selecting CPU or GPU lightmapping, and changing how GameObjects store lighting in lightmaps.
Troubleshooting baked lightmaps Solve common issues with baked lightmaps, such as hard edges or light bleeding.
Troubleshooting materials missing specular highlights Troubleshoot issues causing materials missing specular highlights.
Optimize baked lightmaps Speed up baking time by configuring baking settings or selecting different GPUs for rendering and baking.
Lightmapping settings in the Lighting Settings Asset reference Explore the properties and settings in the Lighting Settings Asset window to customize baking lightmaps.

Additional resources

Global illumination
Introduction to lightmaps and baking