Version: 2020.1
Precomputed lighting data
Lighting Data アセット

Generating lighting data

In Unity, precomputed lighting is generated in the background either as an automatic process or when manually initiated. It is possible to continue working in the editor while these processes run.

When the precompute process is running, a blue progress bar will appear in the bottom right of the Editor. There are different stages which need to be completed depending on whether Baked GI or Realtime GI (deprecated) is enabled. Information on the current process is shown on top of the progress bar.

Unity による事前計算の現在の進行状況を示すプログレスバー

The stages of lighting precomputation are listed below:

Realtime GI (deprecated)

  1. Create Geometry (ジオメトリの作成)
  2. Layout Systems (システムのレイアウト)
  3. Create Systems (ベイクしたシステムの作成)
  4. Create Atlas (アトラスの作成)
  5. Clustering (クラスタリング)
  6. Visibility (可視性)
  7. Light Transport (ライトトランスポート)
  8. Tetrahedralize Probes (プローブの四面体分割)
  9. Create ProbeSet (プローブセットの作成)

Probes (プローブ)

  1. Ambient Probes (アンビエントプローブ)
  2. Baked/Realtime Ref. Probes (ベイクした/リアルタイムのリフレクションプローブ)

Baked GI (ベイクした GI)

  1. Create Geometry (ジオメトリの作成)
  2. Atlassing (アトラス化)
  3. Create Baked Systems (ベイクしたシステムの作成)
  4. Baked Resources (ベイクしたリソース)
  5. Bake AO (AO をベイク)
  6. Export Baked Texture (ベイクしたテクスチャをエクスポート)
  7. Bake Visibility (Visibility のベイク)
  8. Bake Direct (Direct のベイク)
  9. Ambient and Emissive (アンビエントと Emissive)
  10. Create Bake Systems (ベイクシステムの作成)
  11. Bake Runtime (Runtime のベイク)
  12. Upsampling Visibility (Visibility のアップサンプリング)
  13. Bake Indirect (Indirect のベイク)
  14. Final Gather (ファイナルギャザー)
  15. Bake ProbesSet (プローブセットのベイク)
  16. Compositing (コンポジット)

Generating data

Only static geometry is considered by Unity’s precomputed lighting solutions. To begin the lighting precompute process, you need at least one GameObject marked as ‘static’ in your Scene.

When you manually initiate a precompute, all aspects of your Scene lighting are evaluated and computed. To recalculate and bake just the Reflection Probes by themselves, click the drop-down menu attached to the Generate Lighting button in the Lighting window.

NOTE: When using Auto Generate mode, Unity stores your lighting data in a temporary cache with a limited size. This means that when you exceed the cache’s size, Unity deletes old lighting data. A problem might occur when building your project if some of your Scenes rely on auto-generated lighting data that has been deleted. In this case, your Scenes might not have the correct lighting in the built project. Therefore, before building your game, you should uncheck Auto Generate, and generate the lighting data manually for all your Scenes. Unity then saves your lighting data as Asset files in your project folder, which means you have the data saved as part of your project and included in your build.

Precomputed lighting data
Lighting Data アセット