Experimental C# interface to pass light info to the GI baking

The release notes for the 2018 beta say:

Cool!

Uhhh…

What does it do exactly?

And how do I use it? I don’t see anything in the manual.

Look at UnityEngine.Experimental.GlobalIllumination.Lightmapping. There’s a delegate that takes the Lights in a scene and outputs a set of LightDataGI structs, which means that you can override how the engine converts the Light components to the internal structures used by the light mapper and/or add more lights that never existed in the scene to start with.

Edit: Actually, the structure holds the unmanaged instanceID of the light component, so the latter is probably not correct. Worth a try either way.