Runtime Lightmap Baker (RLB re-release)
🚀 In-game lightmapping for procedural levels and meshes! No need to pre-bake lightmaps! All in runtime, all done in seconds thanks to Progressive GPU lightmapping!
💻 No RTX or DXR Required! By supporting ComputeBuffers with a 100% HLSL fallback (shader model 3.5 and up), it runs on all platforms and scales perfectly across WebGL, Phones, Mac's, Consoles & High-end PC's!
🔗 Try the live WebGL demo now
--- www.runtimelightmapbaker.com ---
Questions, feedback, or interested in collaborating?
--- Official Support Thread ---
Why developers choose RLB
🚀 True Runtime Lightmap Baking
Generate soft shadows, ambient occlusion, and global illumination during gameplay. Perfect for worlds that are created or modified after your game has launched.
📱 Built for Mobile, VR & WebGL
Real-time GI techniques can be expensive on constrained hardware. Instead, bake lighting once during loading or progressively in the background, then render with the efficiency of traditional baked lightmaps.
🛠️ Designed to Integrate in Minutes
No complicated lighting pipeline to configure. Add the Runtime Lightmap Baker component, configure your bake settings, and start baking.
Real-World Use Cases
🏠 Player-Built Worlds
Players construct a house, place walls, windows, and lights, then trigger a bake. Within seconds, the scene converges into beautiful baked global illumination while maintaining excellent runtime performance.
🗺️ Procedural Generation
Generate an entirely new dungeon, city, or world from a random seed, bake lighting during the loading screen, and begin gameplay with high-quality static lighting every time.
🎮 User-Generated Content
Allow players to create and share their own levels. Automatically bake lighting after editing so every custom map ships with polished, production-quality lighting.
Perfect For
Stop compromising between dynamic worlds and beautiful lighting.
With Runtime Lightmap Baker, your game can generate production-quality baked lighting wherever and whenever your gameplay requires it.
Third-party notices:
Requirements & Dependencies
Render pipelines: Works with the Built-in Render Pipeline and URP.
Demo scene only
GPU requirements (checked at runtime, with a clear error if unmet)