生成光照贴图 UV
光照故障排除和性能

GI 缓存

预先计算实时 GI 时以及烘焙静态光照贴图、光照探针和反射探针时,全局光照 (GI) 系统使用 GI 缓存来存储中间文件。该缓存将在计算机上的所有 Unity 项目之间共享,因此具有相同内容和相同版本的光照系统 (Enlighten) 的项目可以共享文件并加速后续构建。

You can manage the size, location, and compression of the cache using the GI Cache preferences. For more information, see the Preferences documentation.

GI 缓存和光照

To ensure that the the lighting data loads from the GI cache in a very short amount of time when you reload your Scene, open the Lighting window (menu: Window > Lighting) and enable the Auto option next to the build button. This makes lightmap baking automatic, meaning that the lightmap data is stored in the GI cache.

In the Lighting window, you can clear the baked data in a Scene (disable the Auto option and choose Clear Baked Data from the Build button drop-down menu). This does not clear the GI Cache, because this would increase bake time afterwards.

You can share the GiCache folder among different machines. This can make your lighting build faster, because the files are downloaded from the GiCache folder instead of computed locally. Note that the build process isn’t optimized for slow network-attached storage (NAS), so test if your bake times are severely affected before moving the cache to NAS.

生成光照贴图 UV
光照故障排除和性能