True runtime lightmap baking
Generate soft shadows, ambient occlusion and global illumination during gameplay. Perfect for worlds that are created or modified after your game has launched.
In-game progressive path-traced lightmapping.
Supports Unity 6
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01 — Overview
Captured in WebGL, running pure 100% HLSL.
02 — What it does
No need to pre-bake lightmaps. All at runtime, done in seconds thanks to progressive GPU lightmapping.
In-game lightmapping for procedural levels and meshes. No need to pre-bake lightmaps in the Unity editor — everything happens at runtime, and it is done in seconds thanks to progressive GPU lightmapping.
No RTX or DXR required. By using compute buffers with a 100% HLSL fallback (shader model 3.5 and up), Runtime Lightmap Baker runs on every platform and scales cleanly across WebGL, phones, Macs, consoles and high-end PCs.
Generate soft shadows, ambient occlusion and global illumination during gameplay. Perfect for worlds that are created or modified after your game has launched.
Real-time GI is expensive on constrained hardware. Bake the lighting once during loading, or progressively in the background, then render with the efficiency of traditional baked lightmaps.
No complicated lighting pipeline to configure. Add the Runtime Lightmap Baker component to your Unity scene, choose a bake profile, and start baking.
Stop compromising between dynamic worlds and beautiful lighting. With Runtime Lightmap Baker, your Unity game can generate production-quality baked lighting wherever and whenever your gameplay requires it.
Render pipelines. Works with the Built-in Render Pipeline (BIRP) and the Universal Render Pipeline (URP).
GPU requirements, checked at runtime with a clear error if unmet:
Compute shaders are not required — the baker runs entirely in fragment shaders. Devices below this level (GLES 3.0 class hardware, for example) are detected and abort before baking.
Demo scene only. TextMesh Pro Essentials (Unity prompts to import on first
open) and the Input System package, whose InputSystemUIInputModule the demo’s
EventSystem uses. Neither is required by the baker itself — its runtime assembly has no
package references.
03 — Try it
Bake beautiful lightmaps as a scene loads and dynamic props and procedural meshes spawn — or quietly in the background while gameplay stays smooth.
Pure 100% HLSL — SM 3.5 and up
Compute buffers, 3× to 5× faster bakes!
Heads up: the demo streams a large build. It is best on desktop, with a fast connection.
04 — Deep dives
Easy to set up, quick to bake. It even runs smoothly on mid-range smartphones.
Install, add the baker to a scene, and get your first runtime bake on screen.
The same path-traced bake, running on a mid-range phone — no desktop GPU involved.