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, Irradiance Probes, Fog Volumes or Static Shadows.

Progress is shown in an overlay while the bake runs.

When you change something a bake depends on, like moving a static object or a light, the editor shows what needs a rebake in an overlay.

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.
Fog volumes Light from static lights scattering through fog volumes.
Static shadows Shadow maps for static point and spot lights with Bake static shadow map ticked. See lights & shadows.

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. The default config uses 1.
MaxRayDistance How far rays travel looking for light. Defaults to 1000.
ForceComputeTracing Use the compute path even when hardware ray tracing is available. Also the Baking.ForceComputeTracing CVar.

Each swatch has its own bake.

Improve this page on GitHub