Baked GI Node


Provides access to the Baked GI values at the vertex or fragment's position. Requires Position and Normal input for light probe sampling, and lightmap coordinates Static UV and Dynamic UV for all potential lightmap sampling cases.

Note: The behavior of this Node is undefined globally. Shader Graph does not define the function of the node. Instead, each Render Pipeline defines what HLSL code to execute for this Node.

Different Render Pipelines may produce different results. If you're building a shader in one Render Pipeline that you want to use in both, try checking it in both pipelines before production. A Node might be defined in one Render Pipeline and undefined in the other. If this Node is undefined, it returns 0 (black).

Unity Pipelines Supported

  • HD Render Pipeline
  • Lightweight Render Pipeline


Name Direction Type Binding Description
Position Input Vector 3 Position (world space) Mesh vertex/fragment's Position
Normal Input Vector 3 Normal (world space) Mesh vertex/fragment's Normal
Static UV Input Vector 2 UV1 Lightmap coordinates for the static lightmap
Dynamic UV Input Vector 2 UV2 Lightmap coordinates for the dynamic lightmap
Out Output Vector 3 None Output color value


Name Type Options Description
Apply Lightmap Scaling Toggle True, False If enabled lightmaps are automatically scaled and offset.

Generated Code Example

The following example code represents one possible outcome of this node.

void Unity_BakedGI_float(float3 Position, float3 Normal, float2 StaticUV, float2 DynamicUV, out float Out)
    Out = SHADERGRAPH_BAKED_GI(Position, Normal, StaticUV, DynamicUV, false);