Unity の事前計算によるライティングは、自動処理する場合または手動で開始する場合に、バックグラウンドで計算されます。いずれの場合も、これらのプロセスがバックグラウンドで実行されている間、エディターで作業を続けることが可能です。
The Editor follows different steps to calculate Enlighten Realtime Global Illumination and Baked Global Illumination. The progress bar displays information about the current process.
ライティングの事前計算の段階は以下のとおりです。
Enlighten Realtime Global Illumination
Probes
Enlighten Baked Global Illumination
Unity’s precomputed lighting solutions only consider static geometry. To begin the lighting precompute process, you need at least one Static GameObject in your Scene.
When you manually initiate a precompute, the Unity Editor evaluates and computes all aspects of your Scene lighting. To recalculate and bake only Reflection Probes, select the Generate Lighting option Reflection Probes Lighting Window.
Before building your game, disable the Auto Generate option in the Lighting Window and generate the lighting data manually for all your Scenes, to ensure that you do not lose any lighting data.
When you deactivate Auto Generate and manually generate lighting for your Scene, Unity saves your lighting data as Asset files in your project directory. This ensures that the data you need is part of your build.
Auto-Generate is not recommended for multi-scene workflows.