Which lighting approach uses precomputed lighting data and is typically not updated in real time?

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Multiple Choice

Which lighting approach uses precomputed lighting data and is typically not updated in real time?

Explanation:
Precomputed lighting means calculations are done before the game runs, and the results are saved for use during play. Baked lighting uses lightmaps to store how light and shadows should look on surfaces. Because those calculations are done in advance, the runtime renderer simply samples the lightmaps, so the lighting doesn’t update in real time. This approach is ideal for scenes that don’t change their lighting often, delivering better performance. You can still have dynamic elements lit by separate real-time lights or probes, but the main lighting contribution is baked and static unless you rebake. Real-time or dynamic lighting, by contrast, recalculates lighting every frame to respond to changes.

Precomputed lighting means calculations are done before the game runs, and the results are saved for use during play. Baked lighting uses lightmaps to store how light and shadows should look on surfaces. Because those calculations are done in advance, the runtime renderer simply samples the lightmaps, so the lighting doesn’t update in real time. This approach is ideal for scenes that don’t change their lighting often, delivering better performance. You can still have dynamic elements lit by separate real-time lights or probes, but the main lighting contribution is baked and static unless you rebake. Real-time or dynamic lighting, by contrast, recalculates lighting every frame to respond to changes.

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