LightmapSnapshot asset and source control

For my particular scene when the lightmaps are baked along with the lightmap snapshot, the snapshot ends up being 184.5 MB. Compared to the baked lightmaps at 18.7 MB, and the light probe data at about 1.1 MB for the same scene this is a significant asset. The realtime GI resolution was set at 0.125 which I think is considered to be ‘very low’.

For now I’ve baked my scene without realtime GI.

My questions are this.

  1. Is this LightmapSnapshot.asset intended to be managed under source control along with the other scene assets and the baked lightmaps? If so, then the sheer size is prohibiting it from being managed by at least GitHub that has a file size limit of 100MB. Btw this question was also asked in another thread (Is LightmapSnapshot.asset in Unity 5 the same as Unity 4's LightProbes.asset? - Unity Engine - Unity Discussions) without a response.

  2. Can something be done about the size of this lighting file? Can it be broken up into sub-components? Can it be compressed through some lossless mechanism? Etc. etc.

Have responded in:

Compression for the file is coming in beta 20. Some optimisations that will reduce the file size further will also be done. Ideally for 5.0 also.

@Jesper-Mortensen thanks for the update. Looking forward to it. Hopefully it can be reduced to below 100Mb for average sized scenes with default realtime GI resolution. If not possible to reduce to below this size as a single file, I would have thought it’d be quite easy to map multiple files into memory using a LightmapSnapshotX.asset notation where X is 1…N.