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. |