Today bored to look at the scene of the dark Ares resources, found a previously not much attention to the static scene optimization problem.
What is a static scene, which means that the scene does not change. For example, the scene of choosing a character in an MMO game.
Take the default dark Ares selection character scene to see if anything in this scene is not going to change.
That means the whole scene is static.
So we don't need the light to render in real time, so we set up the entire scene in advance and then bake the light, so that when we run the game, we can turn off the light calculation.
For example, before baking, and without setting a light:
This whole scene is not illuminated, but when we set the light and bake the whole scene.
Step 1: Set the light, scene renderer setting and so on.
Step 2. Open the Light baking window window->lightmapping.
This window will appear when you open it:
Each of the specific parameters of the meaning, you can refer to the Storm rushed blog:
"Wind Yu Chong" unity3d Tutorial Book of Light and Shadow baking: the first to talk about light and shade baking
After setting the parameters, click Bake Scene:
Then he will create a light map of the scene under the scenes file:
Then we can then delete all light in the scene directly, because we have baked the scene's illumination map, and all the scene's illumination information is in the light map.
unity3d-map Making Light map lightmapping