Runtime Lightmap Baker – 100% Realtime Light baking In-game!
In-game lightmapping for procedural levels and meshes! No need to pre-bake lightmaps! In-game, done in seconds thanks to Progressive GPU lightmapping! ALL PLATFORMS
by RLB
Price History +
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
- 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.
Third-party notices:
- Asset uses Arimo under the SIL Open Font License 1.1 in the documentation pdf; see Third-Party Notices.txt file in package for details.
- Promotional material features "Garage Workshop" by Gabro Media, used with the creator's written permission. Check out his amazing asset here!
Requirements & Dependencies
Render pipelines: Works with the Built-in Render Pipeline and URP.
Demo scene only
- TextMesh Pro Essentials (Unity prompts to import on first open)
- Input System package (the demo's EventSystem uses InputSystemUIInputModule)
- Neither is required by the baker itself - the runtime assembly has no package references.
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.