Getting ready

Light baking requires you to have a scene ready. It should have geometries and, obviously, lights. For this recipe, we will rely on Unity's standard features so there is no need to create additional shaders or materials. We will be reusing the map that we used previously in Chapter 1, Post Processing Stack. For better control, you might want to access the Lighting window. If you don't see it, select Window | Lighting | Settings from the menu and dock it where it is more convenient for you.

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