Runtime Lightmapper: Real Time Lightmap Baking with Shadows, AO & Lamps
Kimura Games
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Runtime Lightmapper bakes lightmaps in-game: soft sun shadows, ambient occlusion and lamp light in seconds, mobile-ready. For procedural, player-built and streamed levels. No editor bake.Runtime Lightmapper bakes real lightmaps while your game runs. Sun shadows, ambient occlusion and lamp light, computed on the player's machine in seconds. No editor bake step, no lighting data in your build.🔥 TRY IT FIRST! 🔥 Play the demo RIGHT HERE: watch the scene bake in realtime. 🎮 Android | WindowsPlayer-built bases, generated dungeons and streamed worlds normally can't have baked lighting, since baking happens in the editor. Runtime Lightmapper bakes those levels live, in the game, during runtime. Set it up once, call RequestBake(), and any level is lit the moment it exists.⚡ FAST AND MOBILE READY- The bake is sliced across frames under a millisecond budget (3 ms by default), so it never causes a hitch.- Small scenes finish under a second on Mobile and even faster on Desktop (measured on a mid-range Android phone: scenes bake in 0.2 to 0.8 seconds at Balanced quality)- A re-bake never flashes: the old lighting stays on screen until the new one is ready, then it swaps.- Place a lamp and it lights the scene that same frame, the bake then adds its shadows.- The ray tracing runs on worker threads with Burst on the CPU, the GPU stays free to draw the game.- The first bake is prepared while your level loads. Change a light and the next bake reuses all that work, so it starts instantly.💡 WHAT GETS BAKED- Soft sun shadows with a real penumbra- Ambient occlusion in every corner- Point and Spot lamps with soft shadows- Edge-aware denoising: clean, smooth shadows🚀 FEWER DRAW CALLS AFTER THE BAKEBaked lighting is cheaper to draw, too. Once the bake completes, baked objects stop rendering into the shadow map: the Living Room scene in the web demo drops from about 273 draw calls to 172 as the bake fades in. Lighting then costs one texture sample per pixel. GPU instancing stays on.🎨 STAY IN CONTROL AFTER THE BAKEChange the sun color, ambient and lamp brightness live, after baking, without a re-bake. Re-color all lamps live with one warm-to-cold dial. The lightmap stores light visibility, not color, so changing colors after baking is free. Flip the before/after switch to show off the difference, and use 15 debug views to see exactly what the baker did.📦 BUILT FOR SHIPPING- Runtime-compressed atlas, on mobile too: 8 MB of lightmap becomes 4 MB during the bake, at no measured cost in bake time, checked on each device with a safe fallback- Atlas Viewer window shows every chart and how well your lightmaps pack- Same materials work in Built-in, URP and HDRP- Four quality presets from Performance to Ultra, plus per-object texel density- Materials render like plain realtime shaders until the bake fades in; a guide covers making your own shader bake-compatible- Depends only on Unity's own Burst, Collections and Mathematics packages. It compiles in an empty project.Included: 3 sample scenes, 4 bake presets, 2 ready-made materials, 5 documentation guides with diagrams, full C# and shader source, 414 EditMode tests.Made for procedural and player-generated levels, base building and roguelikes, level editors and mods: any game that needs baked lighting for a level that did not exist until the player made it.Performance:- The bake runs across frames: main-thread work stays inside a budget (3 ms by default), and the ray tracing happens on Burst worker threads. Slicing it up does not change the result.- Once it lands you pay one texture-array sample per pixel, and GPU instancing keeps working. Baked statics also stop rendering into the shadow map, so draw calls drop.- Progress and stats are built in: IsBaking, Progress01, a BakeCompleted event, and LastStats with per-stage timings, page counts and how much memory compression saved.- The four quality presets can be assigned from code at runtime (baker.Preset = ...) for per-device quality tiers.- The atlas is compressed at runtime, BC5 on desktop and EAC on mobile, selected automatically per device. That is half the lightmap memory: a measured 8 MB atlas becomes 4 MB, and compressing it does not make the bake take longer. The format is verified on the actual GPU before use and falls back to uncompressed, so no device ever gets a black lightmap.What is baked:- Sun shadows with a penumbra, ambient occlusion, point and spot lamps with soft shadows, and an SH probe grid that carries the baked lamp light onto dynamic objects.- Indirect bounce light is not baked. The composite is albedo x (sun x shadow + ambient x AO + lamps).- Sun color and intensity, ambient, AO strength, and the shared lamp color and brightness all stay live (no re-bake needed).Shaders:- The Static Atlas Baked family covers UV, planar, biplanar and triplanar, with GPU instancing and a single material inspector. Lightmap UV2 is required.- Shading is diffuse only, albedo texture and tint: no specular, metallic or emission yet. To make your own shader bake-compatible, follow the shader integration guide.- One package covers Built-in, URP and HDRP. The same materials work in all three, nothing to convert.Requirements:- Burst, Collections and Mathematics (from the Unity registry, pulled in automatically).- A bake surface is a MeshRenderer with a Static Atlas Baked material, on a mesh with Read/Write enabled and lightmap UVs (UV2), and Batching Static turned off.- A GPU with Texture2DArray support, which means OpenGL ES 3.0 and up plus every desktop graphics API. Mobile uses EAC compression.- Web builds bake as well. Before Unity 6.4 the bake is single-threaded and slower; from 6.4 it is multithreaded. The atlas stays uncompressed on Web.Limitations that come with fully baked lighting:- Baked geometry casts no shadow onto moving objects, because its shadows are already in the lightmap. Moving objects do cast onto baked surfaces, on Built-in and URP.- On HDRP, baked surfaces also do not receive realtime shadows at all, since HDRP's shadow maps are not reachable from a hand-written pass.- On HDRP, set the sun intensity in the Built-in 0-8 range, not in lux: HDRP's own lux rewrite is undone automatically, a lux value you typed yourself is not.- Only the sun (a directional Light) and BakeLight components feed the bake; regular realtime point and spot Lights are ignored by design.- Each lamp gets its own brightness, but color is shared: all lamps share one live tint.Content:- 3 sample scenes, 4 bake presets and 2 ready-made materials.- Atlas Viewer editor window: every atlas page with its packed charts outlined.- 414 EditMode tests.- 5 documentation guides.Parts of this asset were created with the aid of AI. That includes parts of code, shaders and editor tooling. Everything was directed, reviewed and edited by us, compiled and verified in the Unity Editor, and is covered by the unit tests and manual testing in all the pipelines.NO AI ART: No generative AI was used for any art asset in the package.




