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Rendering

Baked vs Realtime Lighting

Precomputed or calculated every frame

Also known as: Baked lighting · Realtime lighting · Mixed lighting · Unity light mode · Static lighting

Definition

Baked lighting is calculated ahead of time and stored in lightmaps and probes, while realtime lighting is calculated every frame. Baked light is cheap to run and can include soft bounced light, but it cannot move or change. Realtime light reacts to moving objects and changes of day and night, but costs performance. Mixed lighting combines the two, with baked indirect light and some realtime direct light and shadows. Unity sets this per light with the Light Mode.

In production

Bake what never moves, such as sun, ambient light and interior lamps, and keep realtime for lights that must move or switch. Mobile and VR projects lean heavily on baking for performance, while modern desktop engines such as Unreal's Lumen can do much of this in real time. Baked scenes need clean lightmap UVs and sensible lightmap resolution, and light probes for moving objects.

Tools that use Baked vs Realtime Lighting

See also