Objects with Receive Global IlluminationA group of techniques that model both direct and indirect lighting to provide realistic lighting results.
See in Glossary set to LightmapsA pre-rendered texture that contains the effects of light sources on static objects in the scene. Lightmaps are overlaid on top of scene geometry to create the effect of lighting. More info
See in Glossary have a lighting solution with lightmaps for baked direct and indirect lighting, and lightmaps for Enlighten Realtime Global IlluminationA lighting system by Geomerics used in Unity for lightmapping and for Enlighten Realtime Global Illumination. More info
See in Glossary. For more information about Receive Global Illumination, see the Mesh Renderer settings and the script reference for ReceiveGI.
When you use Unity’s LODThe Level Of Detail (LOD) technique is an optimization that reduces the number of triangles that Unity has to render for a GameObject when its distance from the Camera increases. More info
See in Glossary system in a SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary where you have enabled Baked Global Illumination and Enlighten Realtime Global Illumination, the system lights the most detailed model out of the LOD GroupA component to manage level of detail (LOD) for GameObjects. More info
See in Glossary as if it has the Contribute Global Illumination setting enabled and isn’t part of the LOD group."
Enlighten Baked Global Illumination can only compute direct lighting for lower LODs and the LOD system must rely on Light ProbesLight probes store information about how light passes through space in your scene. A collection of light probes arranged within a given space can improve lighting on moving objects and static LOD scenery within that space. More info
See in Glossary to sample indirect lighting.
To enable the Editor to produce lightmaps with Enlighten Baked Global Illumination or Enlighten Realtime Global Illumination, select the GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary you want to affect, view its Renderer component in the InspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info
See in Glossary window, and ensure that Contribute Global Illumination is enabled.
For lower LODs in a LOD Group, you can only combine baked lightmaps with Enlighten Realtime Global Illumination from Light Probes or Light Probe Proxy VolumesA component that allows you to use more lighting information for large dynamic GameObjects that cannot use baked lightmaps (for example, large Particle Systems or skinned Meshes). More info
See in Glossary, which you must place around the LOD Group.