Work in progress. These docs are new and are likely missing a lot of info. If you notice something wrong or missing, open an issue. PRs are welcome as well.

Baking lighting

Baking computes lighting ahead of time, so it doesn't have to be calculated while the game runs. It's the main way to get good lighting on lower-end hardware.

How to bake

  1. Add a Lightmap Volume around the area you want baked: Add › Lighting › Lightmap Volume.

  2. For lighting and reflections on moving objects, add Reflection Probes and Irradiance Probes from the same menu.

  3. Click Bake in the toolbar and pick what to bake: Lightmaps, Reflection Probes or Irradiance Probes.

Progress is shown in an overlay while the bake runs.

What gets baked

Type What it is
Lightmaps Light bouncing around your static geometry, saved into textures. Lightmap UVs are generated for you.
Reflection probes What the world looks like from a point, for shiny surfaces.
Irradiance probes How much light reaches a point, for lighting things that move.

Baking runs on the GPU. It uses hardware ray tracing when available, and compute shaders otherwise.

Settings

Bake settings live in the "Baker" section of Config/EngineConfig.json:

Setting What it does
NumSamples More samples, less noise, longer bakes.
MaxRayDistance How far rays travel looking for light.
ForceComputeTracing Use the compute path even when hardware ray tracing is available.

Each swatch has its own bake.

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