# Lighting and Baking
> [!important] Version requirement
> **General (desktop / editor workflows):** Unity **6000.5+** with the **Universal Render Pipeline (URP)**.
> **Meta Quest / mobile sections:** target **Unity 6.3 LTS (6000.3.27f2 or newer)** — the same baseline as [[Meta Quest 2]] and [[0.Choosing a Unity Version]]. Do not treat 6000.4 / 6000.5 as Quest-safe; those lines are EOL for the Quest tutorial track.
> [!warning] Verification status
> Light modes, Progressive GPU Lightmapper settings, lightmap UV generation, Adaptive Probe Volumes (APV) enable/bake flow, and Reflection Probe Inspector properties were checked against Unity Manual pages for the **6000.0 / 6000.x** documentation set (URLs cited in each part). C# helpers were **not compiled in Unity**. Inspector labels and menu paths can drift between minor versions — confirm against your installed Editor. Items marked *(unverified)* are flagged inline.
Baked lighting is how most production URP scenes stay readable and cheap: static geometry stores direct/indirect light in **lightmaps**, empty space stores indirect light in **probes**, and reflective surfaces sample **reflection probes** (or the sky). This series walks the full pipeline from light Mode choices through GPU baking, UV hygiene, probe systems in Unity 6, reflections/environment, then Quest budgets and a worked interior+exterior checklist.
**Design angle:** Level 9 of [[Level Up! (Review)]] treats lighting and color as theme-park sightlines — landmarks ("weenies"), pacing, and hiding the backstage. Use this series to implement that atmosphere, not only to tick GI boxes.
Related: [[URP Shaders and Shader Graph]] · [[HDRP Essentials]] · [[Particle Systems and Layered Effects]] · [[Meta Quest 2]] · [[5.Quest 2 Performance and Rendering]] · [[0.Choosing a Unity Version]] · [[Level Up! (Review)]]
## Reading order
1. **[[1.Realtime Mixed and Baked Lights]]** — Realtime vs Mixed vs Baked; Lighting Modes (Baked Indirect, Shadowmask, Distance Shadowmask, Subtractive); brief HDRP pointer.
2. **[[2.GPU Lightmapper Workflow]]** — Lighting window, Progressive GPU, samples/filtering, Lightmap Parameters, Contribute GI.
3. **[[3.Lightmap UVs and Texel Density]]** — UV2 rules, Generate Lightmap UVs, resolution, Scale in Lightmap, seams.
4. **[[4.Light Probes and Adaptive Probe Volumes]]** — classic Light Probe Groups vs APV in Unity 6; when to pick which.
5. **[[5.Reflection Probes and Environment Lighting]]** — baked/realtime/custom probes, box projection, sky and ambient.
6. **[[6.Mobile and Meta Quest Considerations]]** — lightmap size, baked-preferred, APV cost, shadows, overdraw (6.3 LTS).
7. **[[7.Worked Example Interior Exterior Checklist]]** — small interior + exterior bake checklist.
8. **[[8.Lighting Pitfalls]]** — double lighting, missing probes, pink lightmaps, Quest light overdraw.
## Mental model
```
Lights (Mode: Realtime | Mixed | Baked)
│
├─ Realtime ──► shadow maps / additional lights every frame
│
└─ Mixed/Baked ──► Progressive GPU bake
│
├─ Lightmaps (static Mesh Renderers, Contribute GI)
├─ Light Probes or Adaptive Probe Volumes (dynamic / non-lightmapped)
└─ Reflection Probes (specular environment)
```
## Setup checklist (do once per project)
1. Create or open a **URP** project on the version appropriate to your target (6000.5+ desktop tutorial work; **6.3 LTS** for Quest).
2. Confirm **Window > Rendering > Lighting** opens and a **Lighting Settings** asset is assigned to the scene (Lighting window > Scene tab, or create via the New Lighting Settings control).
3. On the URP Asset: note **Lighting > Light Probe System** (Legacy Light Probes vs **Adaptive Probe Volumes**) — part 4.
4. For reflections with Box Projection: enable **Lighting > Reflection Probes > Box Projection** on the URP Asset (required in addition to the probe checkbox). See part 5.
5. Folder suggestion: `Assets/Lighting/` with `Lightmaps`, `LightmapParameters`, `ReflectionProbes`, `Scripts`.
## Official docs hub (cited throughout)
- [Lighting Mode](https://docs.unity3d.com/6000.0/Documentation/Manual/lighting-mode.html)
- [Set the Mode of a Light](https://docs.unity3d.com/6000.0/Documentation/Manual/LightModes.html)
- [Optimize baking (Progressive GPU)](https://docs.unity3d.com/6000.0/Documentation/Manual/GPUProgressiveLightmapper.html)
- [Lightmapping settings reference](https://docs.unity3d.com/6000.0/Documentation/Manual/Lightmaps-reference.html)
- [Generate lightmap UVs](https://docs.unity.com/en-us/engine/6000.0/manual/lighting-overview/direct-and-indirect-lighting/lightmapping/lighting-gi-uvs/generating-lightmapping-uvs)
- [Light Probes](https://docs.unity3d.com/6000.0/Documentation/Manual/LightProbes.html)
- [Adaptive Probe Volumes (APV) in URP](https://docs.unity3d.com/6000.0/Documentation/Manual/urp/probevolumes.html)
- [Use Adaptive Probe Volumes](https://docs.unity3d.com/6000.0/Documentation/Manual/urp/probevolumes-use.html)
- [Reflection Probe Inspector](https://docs.unity3d.com/6000.0/Documentation/Manual/class-ReflectionProbe.html)