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In this video I will be taking you over the baked lighting process in Unity HDRP from start to finish. We'll set up a scene, add light sources, bake lightmaps, diagnose and resolve issues amongst other things like baking reflection probes and light probes. We'll also look at using automated batch UV unwrappers, as well as finding the occasions where we'd want to create custom unwraps instead. Another thing we'll be making use of is Bakery Sectors and Bakery Lightmap Groups, which allow us to bake the lighting of small sections of our scene (fast) instead of baking the whole scene for each iteration we make (slow). In this tutorial I use the following software: - Unity 2019.3.15 - 3ds Max - Bakery Lightmapper: https://assetstore.unity.com/packages... - TexTools for 3ds: http://www.scriptspot.com/3ds-max/scr... - Autounwrapper for 3ds: https://forums.chaos.com/forum/v-ray-... (I made some modifications to this script to only unwrap the lightmap UV channel, drop a comment if you'd like the script)