Struct describing the result of a Global Illumination bake for a given light.
The example below demonstrates how you can check the baked status of a light and change its active state.
using UnityEngine; using System.Collections;
public class LightBakingOutputExample : MonoBehaviour { void TurnOffLight(Light light) { if (light.bakingOutput.isBaked && light.bakingOutput.lightmapBakeType != LightmapBakeType.Realtime) { Debug.Log("Light got some contribution statically baked, it cannot be turned off at runtime."); } else { light.enabled = false; } } }
| isBaked | Is the light contribution already stored in lightmaps and/or lightprobes? |
| lightmapBakeType | This property describes what part of a light's contribution was baked. |
| mixedLightingMode | In case of a LightmapBakeType.Mixed light, describes what Mixed mode was used to bake the light, irrelevant otherwise. |
| occlusionMaskChannel | In case of a LightmapBakeType.Mixed light, contains the index of the occlusion mask channel to use if any, otherwise -1. |
| probeOcclusionLightIndex | In case of a LightmapBakeType.Mixed light, contains the index of the light as seen from the occlusion probes point of view if any, otherwise -1. |