Runtime Lightmap Baker - 100% Realtime Light baking In-game!
RLB
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In-game lightmapping for procedural levels and meshes! No need to pre-bake lightmaps! In-game, done in seconds thanks to Progressive GPU lightmapping! ALL PLATFORMSRuntime Lightmap Baker (RLB re-release)🚀 In-game lightmapping for procedural levels and meshes! No need to pre-bake lightmaps! All in runtime, all done in seconds thanks to Progressive GPU lightmapping!💻 No RTX or DXR Required! By supporting ComputeBuffers with a 100% HLSL fallback (shader model 3.5 and up), it runs on all platforms and scales perfectly across WebGL, Phones, Mac's, Consoles & High-end PC's!🔗 Try the live WebGL demo now--- www.runtimelightmapbaker.com ---Questions, feedback, or interested in collaborating?--- Official Support Thread ---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.📱 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.


