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Shadows & Lightmapping
To make baked lighting work, Unity uses a process called Lightmapping.
Lightmapping Process
Lightmapping calculates how light rays bounce off static objects in your scene, baking the illumination into textures that are overlaid on top of scene geometry.
- To enable lightmapping on an object: 1. Select the GameObject (e.g. floors, walls, columns).
- In the Inspector, check the Static checkbox in the top-right (or specifically Contribute GI).
- Set your lights to Baked or Mixed mode.
The Lighting Window
Configure baking settings under Window -> Rendering -> Lighting:
- Click New Lighting Settings to create a settings asset.
- Select a Lightmapper (e.g. Progressive GPU for fast bakes using your graphics card).
- Click Generate Lighting in the bottom-right to start the bake.
Shadows settings
For real-time lights, you can adjust shadow settings:
- Shadow Type:
- No Shadows: No shadows cast (fastest).
- Hard Shadows: Sharp, pixelated shadow edges.
- Soft Shadows: Blurry, realistic shadow edges (more expensive).
- Shadow Resolution: High resolutions produce sharper shadows but consume more GPU memory.
TL;DR
- Lightmapping bakes light data into textures for static objects.
- Objects must be marked Static or Contribute GI to be included in light bakes.
- Control light bakes from the Lighting window.
- Real-time shadow types include Hard (sharp) and Soft (realistic).