Runtime Lightmap Baker - In-game lightmapping - all platforms
By RLB
Rated 0.0/5 from 2 ratings on Unity.
Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $59.99. The latest store price is $59.99, matching the lowest recorded price shown here.
View 2 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $59.99 | Latest store price | |
| $59.99 | Unity First Price 2026-08-21 2026-08-21 |
Sale and bundle history
The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Runtime Lightmap Baker - In-game lightmapping - all platforms
🚀 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!
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
• Procedural Games & Roguelikes — Bake lighting for newly generated worlds at runtime.
• City Builders & Sandbox Games — Re-bake lighting after players construct or modify their environment.
• User-Generated Content (UGC) — Give creators professional-looking baked lighting without requiring external tools.
• Level Editors — Bake lighting directly inside your game's editor experience.
• Architectural Visualization — Instantly generate realistic lighting after modifying layouts or interiors.
• Mobile, VR & WebGL Projects — Deliver the visual quality of baked lighting while keeping runtime performance high.
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.
Requirements & Dependencies
Render pipelines: Works with the Built-in Render Pipeline and URP.
GPU requirements (checked at runtime, with a clear error if unmet)
• At least 4 simultaneous render targets (MRT)
• RGBAFloat texture sampling
• Renderable ARGBFloat (FP32) and ARGBHalf render textures Compute shaders are NOT required - the baker runs entirely in fragment shaders. Devices below this level (e.g. GLES 3.0 class hardware) are detected and abort before baking.