Prerendered indirect light map for a scene.
Baked lightmaps are an alternative workflow for adding indirect (or baked) lighting to a scene. Unlike the [GIProbe] approach, baked lightmaps work fine on low-end PCs and mobile devices as they consume almost no resources in run-time.
https://docs.godotengine.org/en/latest/tutorials/3d/baked_lightmaps.html
Grid subdivision size for lightmapper calculation. Default value of [code]0.25[/code] will work for most cases. Increase for better lighting on small details or if your scene is very large.
The size of the affected area.
If [code]true[/code], the lightmap can capture light values greater than [code]1.0[/code]. Turning this off will result in a smaller file size. Default value: [code]false[/code].
Lightmapping mode. See [enum BakeMode].
Three quality modes are available. Higher quality requires more rendering time. See [enum BakeQuality].
Grid size used for real-time capture information on dynamic objects. Cannot be larger than [member bake_cell_size].
The location where lightmaps will be saved.
The calculated light data.
The lowest bake quality mode. Fastest to calculate.
The default bake quality mode.
The highest bake quality mode. Takes longer to calculate.
Less precise but faster bake mode.
More precise bake mode but can take considerably longer to bake.