Runtime Lightmap Generation

Thanks for feedback @underlight.

Regarding #2, it always will be a trouble, for baked and non-baked lights unfortunately. So yes, tweaking bias and normal offset is the way to go.

About #3, there is a button on left panel, that has “Auto Rebake” checkbox. This might work for you, and should rebake when relevant properties and stuff is changed. Additionally you can use a hotkey Ctrl/Cmnd + B for rebaking at any time you need :slight_smile:

And #4. Global Illumination and Ambient Occlusion are the things we really want, indeed. But in comparison to lightmaps, those will have to be baked in advance, into smaller resolution textures. GI needs way small texture size, but takes way longer to bake. We are looking into option of baking it in Editor into atlas textures, and they will be downloaded on loading times. As GI will be in atlases and way smaller resolution, it wont be that big comparing to lightmaps.
AO though, needs good resolution usually, but we always do decent R&D to find what works and what not, and trying to find best for most cases solutions. We surely will come up with something :smile:

Thanks for testing again. If you will make any cool and pretty demo, feel free to share it around!