forked from BilalY/Rasagar
49 lines
3.2 KiB
Markdown
49 lines
3.2 KiB
Markdown
|
# Bake multiple scenes together with Baking Sets
|
||
|
|
||
|
If you [load multiple scenes simultaneously](https://docs.unity3d.com/Documentation/Manual/MultiSceneEditing.html) in your project, for example if you load multiples scenes at the same time in an open world game, you can add the scenes to a single Baking Set so you can bake the lighting for all the scenes together.
|
||
|
|
||
|
Refer to [Understanding probe volumes](probevolumes-concept.md#baking-sets) for more information about Baking Sets.
|
||
|
|
||
|
## Create a Baking Set
|
||
|
|
||
|
To place multiple scenes in a single Baking Set and bake them together, follow these steps:
|
||
|
|
||
|
1. From the main menu, select **Window** > **Rendering** > **Lighting**.
|
||
|
2. Set **Baking Mode** to **Baking Set**.
|
||
|
2. In **Current Baking Set**, select an existing Baking Set asset, or select **New** to create a new Baking Set.
|
||
|
4. Use the **Add** (**+**) button to add scenes.
|
||
|
|
||
|
You can only add each scene to a single Baking Set.
|
||
|
|
||
|
To remove a scene from a Baking Set, select the scene in the **Scenes in Baking Set** list, then select the **Remove** (**-**) button.
|
||
|
|
||
|
## Bake a Baking Set
|
||
|
|
||
|
Select **Generate Lighting** to bake the lighting in all the scenes in a baking set.
|
||
|
|
||
|
The High Definition Render Pipeline (HDRP) uses the settings from the Baking Set, and serializes the results in the `Assets` folder, in a subfolder with the same name as the active scene. You can move or rename the folder.
|
||
|
|
||
|
For faster iteration times, disable **Bake** next to a scene name. This stops Unity baking lighting data for this scene. This might result in incomplete data, but it can help reduce baking time when you're iterating on parts of a large world.
|
||
|
|
||
|
### Load a scene
|
||
|
|
||
|
Unity doesn't automatically load the scenes in a Baking Set when you select the scene in the **Scenes** list. To load a scene, select **Load Baking Set**.
|
||
|
|
||
|
When you load multiple scenes together, the lighting might be too bright because HDRP combines light from all the scenes. Refer to [Set up multiple Scenes](https://docs.unity3d.com/Manual/setupmultiplescenes.html) for more information on loading and unloading Scenes.
|
||
|
|
||
|
You can load multiple scenes together only if they belong to the same Baking Set.
|
||
|
|
||
|
## Working with multiple Baking Sets
|
||
|
|
||
|
APV can load only a single baking set at a time. When Unity loads a scene, APV loads the associated baking set if it can find one.
|
||
|
|
||
|
If you want to control which baking set is loaded, regardless of the active scene, you can use [SetActiveBakingSet](https://docs.unity3d.com/Packages/com.unity.render-pipelines.core@17.0/api/UnityEngine.Rendering.ProbeReferenceVolume.html#UnityEngine_Rendering_ProbeReferenceVolume_SetActiveBakingSet_UnityEngine_Rendering_ProbeVolumeBakingSet_). You need to provide either the desired baking set, or a scene that belongs to the baking set.
|
||
|
|
||
|
Alternatively, you can pass `null` to this function to unload APV.
|
||
|
|
||
|
Note that every scene that is part of a baked Baking Set contains a hidden GameObject with a [ProbeVolumePerSceneData](https://docs.unity3d.com/Packages/com.unity.render-pipelines.core@17.0/api/UnityEngine.Rendering.ProbeVolumePerSceneData.html) MonoBehaviour. You can use the `ProbeVolumePerSceneData` to find the associated Baking Set.
|
||
|
|
||
|
## Additional resources
|
||
|
|
||
|
- [Bake different lighting setups with Lighting Scenarios](probevolumes-bakedifferentlightingsetups.md)
|