This path-tracing-based lightmapper with progressive feedback runs on the GPU. It allows incredible iteration speeds for lighting and level design by providing interactive updates and continuous feedback.
Now available in Preview for Windows in 2018.3
On machines with powerful GPUs, lightmap baking will be significantly faster. We built a pure path-tracing-based algorithm on top of RadeonRays and OpenCL for baking lightmaps in Unity, bringing performance improvements that are over 10x the typical performance of Unity’s CPU lightmapper. Linux and macOS support is coming in 2019.1.
2018.3 Preview release includes
The GPU lightmapper has the same feature set as the CPU progressive lightmapper and has the same support for progressive updates, multiple lightmaps, direct lighting, indirect lighting, AO, all light types, environment lighting, emission, multiple bounces, and compositing, culling and convergence testing.
Before going out of preview, the remaining features from the CPU lightmapper will be added, to reach feature parity. As of 2019.2 the following features have not been added yet:
- Multiple submeshes
- Sampling improvements
- AO texture export
- Experimental Custom Bake API
- A-Trous filtering