Read this page before you use Realtime Global Illumination (GI) on models which use the LOD (level of detail) feature.
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. Each LOD level has either a Mesh with a Mesh Renderer component (Mesh LOD level) or a Billboard Asset with a Billboard Renderer component (Billboard LOD level). Typically a single GameObject has three or four Mesh LOD levels and one optional Billboard LOD level to represent the same GameObject with decreasing detail in the geometry. 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 with baked lighting and Realtime GI, 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 is a regular static model. It uses 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 for direct and indirect lighting, and separate lightmaps for Realtime GI.
To allow the baking system to produce real-time or baked lightmaps, 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, alowing you to inspect and edit the values. More info
See in Glossary window, and check that Lightmap Static is enabled.
For lower LODs in an LOD Group, you can only combine baked lightmaps with Realtime GI 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.
Whenever you use Realtime GI, the Renderer enables the 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 option for the lower LODs, even if you enable Lightmap Static.
2017–10–25 Page amended with editorial review
Added Realtime Global Illumination in 2017.3 NewIn20173
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