Disabling Precomputed Realtime GI computation

Hi,

I’ve recently read this blog post : Learn game development w/ Unity | Courses & tutorials in game design, VR, AR, & Real-time 3D | Unity Learn.

At some point, it describes the precompute process behind Realtime GI and Baked GI.

I’m working on a mobile game, and I don’t need Realtime GI, but I want the baked GI.
I’ve try disabling everything related to Realtime GI in the Lighting Scene pannel, and in the General GI parameters. However, when comes the time to build the lightmaps, Unity seems to go through the seven process of “Precomputed Realtime GI calculation” (Create Geometry, Layout Systems, Create Systems, Create Atlas, Clustering, Visibility, Light Transport) before doing the 16 steps of the baked GI.

My question is : It is possible to disable the Realtime GI calculation if unwanted? And if not, why does it need to go through that process if the user disables the “Precomputed Realtime GI” checkbox in the lighting pannel?

Maybe I missed some parameters somewhere that allows to do that?

Things I did :

  • Unchecked Precomputed Realtime GI
  • Put all the lights in baking mode
  • Lowered to the minimum every parameters related to realtime GI in the General GI section

Thanks!

Unity 5 uses Geomerics Enlighten for both it’s Baked GI and Precomputed GI solution, and how the Baked GI ambient and bounced lighting is calculated is by using the same Precomputed GI system. So if either are enabled it has to calculate all of the same data. In the case of having Precomputed GI enabled it keeps the visibility data around afterwards and updates a separate ambient lightmap.

Alright, it makes sense. Thanks!