Baked lightmaps are an alternative workflow for adding indirect (or baked) lighting to a scene. Unlike the [GIProbe] approach, baked lightmaps work fine on low-end PCs and mobile devices as they consume almost no resources in run-time.
[b]Procedural generation:[/b] Lightmap baking functionality is only available in the editor. This means [BakedLightmap] is not suited to procedurally generated or user-built levels. For procedurally generated or user-built levels, use [GIProbe] instead.
[b]Note:[/b] Due to how lightmaps work, most properties only have a visible effect once lightmaps are baked again.
Bakes the lightmap, scanning from the given [code]from_node[/code] root and saves the resulting [BakedLightmapData] in [code]data_save_path[/code]. If no root node is provided, parent of this node will be used as root instead. If no save path is provided it will try to match the path from the current [member light_data].
If [code]true[/code], the lightmapper will merge the textures for all meshes into one or several large layered textures. If [code]false[/code], every mesh will get its own lightmap texture, which is less efficient.
[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If [member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is [code]true[/code], consider baking lightmaps with [member atlas_generate] set to [code]false[/code] so that the resulting lightmap is visible in both GLES3 and GLES2.
The energy multiplier for each bounce. Higher values will make indirect lighting brighter. A value of [code]1.0[/code] represents physically accurate behavior, but higher values can be used to make indirect lighting propagate more visibly when using a low number of bounces. This can be used to speed up bake times by lowering the number of [member bounces] then increasing [member bounce_indirect_energy]. Unlike [member BakedLightmapData.energy], this property does not affect direct lighting emitted by light nodes, emissive materials and the environment.
[b]Note:[/b] [member bounce_indirect_energy] only has an effect if [member bounces] is set to a value greater than or equal to [code]1[/code].
When enabled, an octree containing the scene's lighting information will be computed. This octree will then be used to light dynamic objects in the scene.
The energy scaling factor when when [member environment_mode] is set to [constant ENVIRONMENT_MODE_CUSTOM_COLOR] or [constant ENVIRONMENT_MODE_CUSTOM_SKY].
Minimum ambient light for all the lightmap texels. This doesn't take into account any occlusion from the scene's geometry, it simply ensures a minimum amount of light on all the lightmap texels. Can be used for artistic control on shadow color.
Size of the baked lightmap. Only meshes inside this region will be included in the baked lightmap, also used as the bounds of the captured region for dynamic lighting.
Determines the amount of samples per texel used in indirect light baking. The amount of samples for each quality level can be configured in the project settings.
Store full color values in the lightmap textures. When disabled, lightmap textures will store a single brightness channel. Can be disabled to reduce disk usage if the scene contains only white lights or you don't mind losing color information in indirect lighting.
If [code]true[/code], stores the lightmap textures in a high dynamic range format (EXR). If [code]false[/code], stores the lightmap texture in a low dynamic range PNG image. This can be set to [code]false[/code] to reduce disk usage, but light values over 1.0 will be clamped and you may see banding caused by the reduced precision.
[b]Note:[/b] Setting [member use_hdr] to [code]true[/code] will decrease lightmap banding even when using the GLES2 backend or if [member ProjectSettings.rendering/quality/depth/hdr] is [code]false[/code].
There is no root node to start baking from. Either provide [code]from_node[/code] argument or attach this node to a parent that should be used as root.