Start setting up your scene as if you are only using real-time global illumination. Do this even if you only plan on using baked light maps.
The advantage of this approach is that you get real-time feedback on your lighting,
enabling a faster iteration time.
When you are happy with your lighting, you can turn on light map baking for
all the required lights. Enlighten is responsible for both the real-time lighting and
the light map baking, so the baked light maps match the real-time rendered results, with
differences only visible in soft shadows and area lights.
Another advantage of this approach is that you can easily make use of more
powerful target platforms by enabling real-time lighting.
The most important setup parameter to get right is the Enlighten light map
resolution. In a real-world scene, with human sized characters, you typically set the
texture resolution to be 1 pixel per meter. Smaller scale details are best handled with
screen space ambient occlusion. Unity includes a rendering mode called UV Charts. This is probably the best mode to use for
setting up a scene for Enlighten.
The meshes are only rendered in this mode when a pre-compute is started.
However, the necessary calculations are the very first performed. If you notice that it
takes a very long time for meshes to appear in this render mode, then the resolution
might be too high. Try decreasing it and re-run the pre-compute. The pre-compute is
triggered automatically, unless you have deactivated it.
When you have adjusted the resolution to your requirements, wait for the
pre-compute to finish. If you later notice lighting artifacts such as light leaking, use
the UV Charts render mode again. Enlighten does
not split input charts, and charts that go through a wall can leak. For example, a chart
on the floor. Consider creating smaller charts by splitting and separating the input
With the pre-compute done, you can add lights and get instant feedback about
the overall scene appearance. This is not limited to light sources and their position.
You can also change material properties, such as surface color, texture, or emissive
settings. With Enlighten, any surfaces can be set up to emit light and so be turned into
an area light. These area lights have the benefit of having no associated render cost
because all their lighting is done by Enlighten. This can be especially useful for
lower-end mobile devices, where the number of dynamic light sources is very limited. Use
Important GI for emissive surfaces, especially if they are
small, because this ensures that the clusters for this light geometry stay as compact as
Consider lighting smaller objects in your scene using probes instead of light
maps. You can do this by not clicking the Lightmap
static box. Smaller objects typically do not contribute much to the
global illumination and setting them to probe lit removes them from the pre-compute
stage, making it faster. Smaller objects are often also more difficult to generate UVs
for. In some cases you can also merge smaller objects with larger objects, such as the
TV and the wall in the example.