Enlighten Baked Global IlluminationA group of techniques that model both direct and indirect lighting to provide realistic lighting results.
See in Glossary relies on precomputed real-time global illumination data to generate indirect lighting. This can be an advantage, because you can produce new 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 fairly quickly after changing the 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’s lighting. However, Enlighten Baked Global Illumination imposes more UV layout limitations than the Progressive LightmapperA tool in Unity that bakes lightmaps according to the arrangement of lights and geometry in your scene. More info
See in Glossary.
Enlighten Baked Global Illumination is deprecated (unlike Enlighten Realtime Global Illumination).
See render pipeline feature comparison for more information about support for Enlighten Baked Global Illumination across render pipelinesA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info
See in Glossary.
To use Enlighten Baked Global Illumination, go to Window > Rendering > Lighting, navigate to Lightmapping Settings, and set Lightmapper to Enlighten.
You can perform many of the functions available in this window via scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
See in Glossary, using the LightingSettings API.
The following properties are specific to Enlighten. To expose them, select Enlighten in the Lightmapper control.
Property: | Function: | |
---|---|---|
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 | Use this to specify the number of samples the lightmapper uses for indirect lighting calculations. Higher values can improve the quality of the lightmaps, but increase the time it takes to bake them. | |
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 GameObjectsThe 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 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 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, disable the default Reflection ProbeA rendering component that captures a spherical view of its surroundings in all directions, rather like a camera. The captured image is then stored as a Cubemap that can be used by objects with reflective materials. More info
See in Glossary and the ambient probe. For more information, see Disabling the SkyManager.