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bake-lighting

bake-lighting

github.com/playcanvasDevelopment31282 installsUpdated 1w ago
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About bake-lighting

bake-lighting is a skill for baking static lighting in an engine scene to reduce per-frame lighting and shadow costs on static geometry. It explains lightmapper setup, mesh and light settings, UV requirements, and when to use offline baking.

Key features

  1. 01Lightmapper setup and bake controls
  2. 02Lightmap modes and ambient occlusion
  3. 03Second UV set requirements
  4. 04Runtime versus offline bake guidance
  5. 05Dynamic-object shadow considerations

Use cases

  1. 01Bake lighting for static scene geometry
  2. 02Check imported meshes for lightmap UVs
  3. 03Choose runtime or offline light baking

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/playcanvas/skills --skill bake-lighting

After installing, type/bake-lightingin Claude Code to confirm it loaded.

Details

From the project README

Bake static lighting

Lightmaps remove per-frame shadow and lighting cost for static lights on static geometry.

  • Application registers Lightmapper; manual AppOptions bootstraps set lightmapper = Lightmapper.
  • On the light, set bake = true; once every mesh it lights is lightmapped, set affectDynamic = false.
  • On each mesh, set render.lightmapped = true, or it goes unlit once affectDynamic is off. Size it with lightmapSizeMultiplier; castShadowsLightmap lets meshes shadow each other.
  • Set the mode on scene.lightmapMode: BAKE_COLOR for flat diffuse, or the default BAKE_COLORDIR, which adds direction for normal- or specular-mapped materials.
  • Bake AO without lights with scene.ambientBake, ambientBakeNumSamples, and ambientBakeOcclusionBrightness and ambientBakeOcclusionContrast.
  • The Engine bakes once on the first rendered frame. Call app.lightmapper.bake(null, mode) only for nodes added later or to re-bake.

A second UV set is required

A node bakes only when every mesh instance has SEMANTIC_TEXCOORD1. Otherwise it is skipped, with only a debug-build log, and stays dynamically lit. Primitives have the set; imported GLBs often do not. Check, then unwrap or re-export.

On-device or offline

Time bake() on the target device. Move to an offline bake shipped as textures only when it misses the startup budget or needs detail the runtime lightmapper cannot produce, and state the added download size.

Dynamic objects moving through baked light need approximated occlusion and a contact shadow, or they look pasted on. Compare verify-pixels captures in and out of baked shadow.

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