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.

Precompute StagesProgress 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

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