The Precompute Process
Checked with version: 5.1
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Difficulty: Beginner
In Unity, precomputed lighting is calculated in the background - either as an automatic process, or it is initiated manually. In either case, it is possible to continue working in the editor while these processes run behind-the-scenes.
When the precompute process is running, a blue progress bar will appear in the bottom right of the Editor. There are different stages which need to be completed depending on whether Baked GI or Precomputed Realtime GI is enabled. Information on the current process is shown on-top of the progress bar.
Progress bar showing the current state of Unity’s precompute.
In the example above, we can see that we are at task 5 of 11 which is, ‘Clustering’ and there are 108 jobs remaining before that task is complete and the precompute moves on to task 6. The various stages are listed below:
Precomputed Realtime GI | Baked GI | |||
---|---|---|---|---|
01 - Create Geometry | 01 - Create Geometry | |||
02 - Layout Systems | 02 - Atlassing | |||
03 - Create Systems | 03 - Create Baked Systems | |||
04 - Create Atlas | 04 - Baked Resources | |||
05 - Clustering | 05 - Bake AO | |||
06 - Visibility | 06 - Export Baked Texture | |||
07 - Light Transport | 07 - Bake Visibility | |||
08 - Tetrahedralize Probes | 08 - Bake Direct | |||
09 - Create ProbeSet | 09 - Ambient and Emissive | |||
10 - Create Bake Systems | ||||
Probes | 11 - Bake Runtime | |||
12 - Upsampling Visibility | ||||
01 - Ambient Probes | 13 - Bake Indirect | |||
02 - Baked/Realtime Ref. Probes | 14 - Final Gather | |||
15 - Bake ProbesSet | ||||
16 - Compositing |