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What it does

Lightmap

Marks a static entity as a receiver of baked global illumination — indirect / bounced light and soft shadows stored in a per-entity lightmap. Stores the bake configuration on the entity but does not bake on its own — call Lightmap.bake(entityId) or Lightmap.bakeAll() from the globalIllumination.lightmap module to actually do the work.

The bake stays attached to the entity in exactly the same way a material does: a per-entity material (Lightmap.materialName(id)) sampling a per-entity storage buffer (Lightmap.bufferName(id)). The previous material is preserved and restored when the component is destroyed or Lightmap.clear(id) is called.

Fields

FieldDefaultPurpose
resolution64Per-axis texel count. 64 = 64×64 = 4096 texels.
samples16Hemispheric AO ray count per texel. 0 = no AO.
intensity1.0Multiplier on the stored radiance at sample time.
aoRadius8.0World-space max length for AO rays.
gputrueUse the compute-shader baker (faster).
applyMode"modulate""modulate" or "add" — how the lightmap combines with the realtime path.
realtimeBlend1.0Scale on the realtime contribution. 0 = baked only.
skyR/G/B(0.05, 0.07, 0.10)Sky / ambient term used by AO.

Usage

local Lightmap = require("@builtin::systems.globalIllumination.lightmap")

entity.find("floor").component.add("Lightmap", {
    resolution = 256,
    samples = 64,
    intensity = 1.0,
})
Lightmap.bake("floor")

Re-bake when geometry, lighting, or sky values change. bakeAll() processes every entity carrying this component using a shared scene BVH so the per-entity cost is mostly the per-texel ray traversal.

Interface

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