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Publisher

RLB

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Overview

🔗 Try the live WebGL demo now

--- www.runtimelightmapbaker.com ---


Questions, feedback, or interested in collaborating?

--- Official Support Thread ---


Runtime Lightmap Baker (RLB)

Bring high-quality baked lighting to games that can't rely on traditional editor baking.

Runtime Lightmap Baker generates beautiful baked shadows and global illumination while your game is running, making it ideal for procedural worlds, in-game editors, sandbox games, and user-generated content.


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.


💻 No RTX or DXR Required

Built entirely on highly optimized HLSL compute shaders. Your players don't need dedicated ray tracing hardware to enjoy high-quality baked lighting. RLB runs on standard compute-capable GPUs.


📱 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.
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