5.3 Setting up a scene with Enlighten

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 UVs.
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 required.
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.
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