Runtime Lightmap Baker - In-game lightmapping - all platforms
RLB
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Beautiful baked lighting, generated while your game is running. Runtime lightmap baking for WebGL, Mobile, VR and PC. No RTX or editor bake required. Global illumination & path tracing.🔗 Try the live WebGL demo now--- www.runtimelightmapbaker.com ---Questions, feedback, or interested in collaborating?--- Official Support Thread ---Runtime Lightmap Baker (RLB)Bring high-quality baked lighting to games that can't rely on traditional editor baking.Runtime Lightmap Baker generates beautiful baked shadows and global illumination while your game is running, making it ideal for procedural worlds, in-game editors, sandbox games, and user-generated content.Why developers choose RLB🚀 True Runtime Lightmap BakingGenerate soft shadows, ambient occlusion, and global illumination during gameplay. Perfect for worlds that are created or modified after your game has launched.💻 No RTX or DXR RequiredBuilt entirely on highly optimized HLSL compute shaders. Your players don't need dedicated ray tracing hardware to enjoy high-quality baked lighting. RLB runs on standard compute-capable GPUs.📱 Built for Mobile, VR & WebGLReal-time GI techniques can be expensive on constrained hardware. Instead, bake lighting once during loading or progressively in the background, then render with the efficiency of traditional baked lightmaps.🛠️ Designed to Integrate in MinutesNo complicated lighting pipeline to configure. Add the Runtime Lightmap Baker component, configure your bake settings, and start baking.Real-World Use Cases🏠 Player-Built WorldsPlayers construct a house, place walls, windows, and lights, then trigger a bake. Within seconds, the scene converges into beautiful baked global illumination while maintaining excellent runtime performance.🗺️ Procedural GenerationGenerate an entirely new dungeon, city, or world from a random seed, bake lighting during the loading screen, and begin gameplay with high-quality static lighting every time.🎮 User-Generated ContentAllow players to create and share their own levels. Automatically bake lighting after editing so every custom map ships with polished, production-quality lighting.Perfect ForProcedural Games & Roguelikes — Bake lighting for newly generated worlds at runtime.City Builders & Sandbox Games — Re-bake lighting after players construct or modify their environment.User-Generated Content (UGC) — Give creators professional-looking baked lighting without requiring external tools.Level Editors — Bake lighting directly inside your game's editor experience.Architectural Visualization — Instantly generate realistic lighting after modifying layouts or interiors.Mobile, VR & WebGL Projects — Deliver the visual quality of baked lighting while keeping runtime performance high.Stop compromising between dynamic worlds and beautiful lighting.With Runtime Lightmap Baker, your game can generate production-quality baked lighting wherever and whenever your gameplay requires it.Third-party notices:Asset uses Arimo under the SIL Open Font License 1.1 in the documentation pdf; see Third-Party Notices.txt file in package for details.Promotional material features "Garage Workshop" by Gabro Media, used with the creator's written permission. Check out his amazing asset here!Requirements & DependenciesRender pipelines: Works with the Built-in Render Pipeline and URP.Demo scene onlyTextMesh Pro Essentials (Unity prompts to import on first open)Input System package (the demo's EventSystem uses InputSystemUIInputModule)Neither is required by the baker itself - the runtime assembly has no package references.GPU requirements (checked at runtime, with a clear error if unmet)At least 4 simultaneous render targets (MRT)RGBAFloat texture samplingRenderable ARGBFloat (FP32) and ARGBHalf render textures Compute shaders are NOT required - the baker runs entirely in fragment shaders. Devices below this level (e.g. GLES 3.0 class hardware) are detected and abort before baking.Runtime GPU Lightmapper — Key FeaturesTrue runtime lightmap baking — Generate baked lightmaps while the game is running. No editor bake step and no precomputed lighting data required.Pure GPU path tracer — Runs entirely on the GPU using fragment shaders. No compute shaders, RTX, or DXR required, enabling support for WebGL 2, OpenGLES 3, Desktop, Android, and iOS.Unity 6 compatible — Supports both the Universal Render Pipeline (URP) and the Built-in Render Pipeline (BIRP).Physically based global illumination — Multi-bounce indirect lighting, realistic colour bleeding, ambient lighting, and sky illumination.Supports all Unity light types — Directional, Point, Spot, Rectangle Area, and Disc Area lights.Emissive lighting — Turn any emissive material into a baked light source that naturally illuminates surrounding geometry.Mixed lighting workflow — Combine baked indirect lighting with realtime directional lighting and dynamic shadows for the best balance of quality and performance.Progressive baking — Get a usable lighting solution within seconds while the baker continues refining the result in the background. Your game remains fully interactive throughout the process.Fast partial re-bakes — Automatically detect scene changes and update only the affected lightmaps instead of rebuilding everything.LOD-aware baking — Bake every LOD level or only LOD0, depending on your project's needs.Automatic UV generation — Runtime UV2 generation for meshes without lightmap UVs, with no Read/Write mesh requirement thanks to the editor-generated mesh cache.Integrated denoiser — Produce clean, stable lightmaps even at lower sample counts.Reflection Probe integration — Automatically refresh reflection probes after lighting has been updated.Automatic lightmap encoding detection — Matches Unity's Low, Normal, and High lightmap encoding settings for consistent brightness across URP and BIRP.Quality profiles — Instantly switch between presets such as Mobile, Desktop, Fast Preview, or Final Quality.Extensive quality controls — Fine-tune texel density, bounce count, atlas size, sample counts, convergence speed, and lighting budgets to match your target hardware.I used Claude Code to create the extremely optized HLSL shaders and workload distribution




