미리 계산된 조명 데이터와 베이크된 조명은 동일하지 않습니다.
베이크된 조명 데이터는 정적입니다. 예를 들어 게임 오브젝트의 형상은 라이트 프로브 주위를 이동할 때 변경될 수 있습니다(해당 게임 오브젝트에 Contribute Global Illumination이 활성화된 경우). 그러나 라이트 프로브 자체의 데이터는 변경되지 않습니다. Unity는 라이트맵, 라이트 프로브, 반사 프로브에 베이크된 조명 데이터를 저장할 수 있습니다.
인라이튼 실시간 전역 조명은 베이크된 조명에 의존하지 않습니다. 대신 미리 계산된 가시성 데이터를 사용하여 실시간으로 움직이는 광원이 표면(광선이 도달할 수 있는)에 미치는 영향을 결정하는 프로세스의 속도를 높입니다.
이 섹션에서는 다음 항목에 관한 정보를 제공합니다.
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