The Enlighten Baked Global Illumination lightmapping backend is deprecated and no longer visible in the user interface by default since 2022.2. It is no longer present from 2023.1 onwards.
Enlighten Baked Global Illumination relies on precomputed real-time global illumination data to generate indirect lighting. This can be an advantage, because you can produce new lightmaps fairly quickly after changing the scene’s lighting. However, Enlighten Baked Global Illumination imposes more UV layout limitations than the Progressive Lightmapper.
See render pipeline feature comparison for more information about support for Enlighten Baked Global Illumination across render pipelines.
To make the Enlighten Baked Global Illumination option visible in the user interface, open Edit > Project Settings > Editor. In the Graphics section of the Editor menu, activate the Enable Enlighten for Baked GI (Legacy) setting.
After you make Enlighten Baked Global Illumination visible in the user interface, you can enable it in the Lighting window. Go to Window > Rendering > Lighting, navigate to Lightmapping Settings in the Lighting window, and set Lightmapper to Enlighten.
You can perform many of the functions available in this window via scripts, using the LightingSettings API.
The following properties are specific to Enlighten. To expose them, select Enlighten in the Lightmapper control.
プロパティ | 機能 | |
---|---|---|
Final Gather | Calculates the final global illumination light bounce of at the same resolution as the baked lightmap. This improves visual quality, but requires additional time to bake the lighting. If Final Gather is enabled, it exposes the settings Ray Count and Denoising. | |
Indirect Resolution | ライトマッパーが間接ライティングの計算に使用するサンプルの数を定義します。値を大きくするとライトマップの品質が向上しますが、ベイクの完了に必要な時間が長くなります。 | |
Ray Count | Specifies the number of rays the lightmapper emits for every final gather point. | |
Denoising | Applies a denoising filter to the final gather output. |
Unity automatically generates an ambient probe and a default Reflection Probe to ensure that environment lighting affects your scene and the GameObjects in it by default.
To disable the environment contribution in the lighting result for a scene or GameObject that does not have manually created light maps and Light Probes, disable the default Reflection Probe and the ambient probe. For more information, see Disabling the SkyManager.