A GPU accelerated standalone lightmap baker for Unity, powered by Vulkan
- Supports Windows and Linux (Nvidia and AMD GPUs)
- Fast hardware accelerated ray-tracing (can utilize RTX)
- Easy to use (aims to be mostly a drop-in replacement)
- Realtime Preview
- Seam stitching with a least squares solver
- UV Packing with hole filling
- Open Image Denoise 2.0
- Light Probe baking (L2 Spherical Harmonics)
- VRCLightVolumes baking
- Physically correct
- Lightmap Groups
- Directional Lightmaps
- Small binary size (only ~1MB)
- Emissive materials, Directional, Spot, Point, and Area Lights
- Fully standalone, with Unity URP and Built-In pipeline support
- Currently requires a GPU with the
VK_KHR_ray_queryextension, however it will support any GPU with a software BVH in the future. Check GPU support herehttps://vulkan.gpuinfo.org/listdevices.php, most modern GPUs should work. - While the lightmapper is fully working, it is still in early stages, theres room for improvement and it might lack some features (Check the TODO list)
- If you'd like to see it further improved, consider supporting on Patreon
- Download the Windows
.zipfrom https://github.com/RenderKit/oidn/releases - Extract it anywhere on your computer (e.g.
C:\oidn) - Set the
OpenImageDenoise_DIRenvironment variable to that extracted folder:- Press Start, type "environment variables", and open "Edit environment variables for your account"
- Click New...
- Name:
OpenImageDenoise_DIR - Value: the path to the extracted folder (e.g.
C:\oidn) - Click OK on all windows
- Restart Unity and Unity Hub
- Fedora Linux:
sudo dnf install oidn
- Make sure to setup the denoiser first (otherwise denoising will be skipped)
- Download the Unity package https://github.com/z3y/glim/releases
- Setup the scene (mark GameObjects as static, generate lightmap uvs etc.)
- The lightmapper uses regular Unity light components, make sure to set them to baked
- Scale In Lightmap is also calculated differently from the Unity lightmapper, readjust it on the renderers if needed
- Menu Item
Glim > Bake - Adjust settings on the created GameObject and press
Generate Lighting
- Close and reopen Unity to unload all currently loaded assemblies.
- Import the new Unity package.
- By default one lightmap texture is baked containing the entire scene
- To create multiple lightmaps add a
Lightmap Group Selectorcomponent to a game object - Right click,
Create > Lightmap Group (Glim)asset and assign it to the selector component - All the child GameObjects will be packed into that group
- Written in Rust, using the lightweight Ash Vulkan crate, with minimal dependencies
- Shaders written in Slang
- Add the slang shader compiler at PATH
cargo build --release- Copy the compiled dll into the
/Editorfolder - Alternatively you can run the
test_previewortest_baketests without Unity
World Link: https://vrchat.com/home/world/wrld_6d94340a-cf41-42f9-97f9-d94667e5cba0



