Resources for improving performance by setting up Unity to do complicated lighting calculations ahead of time, either by baking lightmaps into a build or creating lightmaps at runtime.
| Page | Description |
|---|---|
| Global illuminationA group of techniques that model both direct and indirect lighting to provide realistic lighting results. See in Glossary |
Learn about baking lightmaps before runtime, or creating lightmaps at runtime using Enlighten Realtime Global Illumination. |
| Baking lightmaps before runtime | Resources for precalculating the lit colors of GameObjects and storing them in textures called lightmaps. |
| Update lightmaps at runtime with Enlighten Realtime Global Illumination | Resources for using Enlighten 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. |
| Lightmap UVs and packing | Learn how Unity generates and packs lightmap UVs to store illumination for static geometry. |