# Bakery - GPU Lightmapper

## Lightmapper Selection

The plugin can work with Bakery. If Bakery is installed in the project, then an additional option will be available in the manager window - "**Lightmapper**". You can choose which one to use for baking the scene.

![](https://484743511-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-ML4jBQpiY0hXPLy-BzC%2F-MWQ1opRm-bhXP8EmHvA%2F-MWQPagp6smqoc_DVnvV%2Fimage.png?alt=media\&token=6b08318f-fe9d-469d-a485-73b7d30e3114)

## Skybox/Skylight

Bakery uses its own skybox shader and sets it automatically when you click one of the mapping buttons in the interface of the "**Bakery Sky Light**" component.

![](https://484743511-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-ML4jBQpiY0hXPLy-BzC%2F-MX3qNuKsaOkqzTxMYVQ%2F-MX92BWBhkYUzkcYBDcI%2Fimage.png?alt=media\&token=a57cb0b3-a0ed-4ebc-b744-250505c2f65b)

When all your lightmaps are baked and stored, make sure you change the shader to **Magic Lightmap Switcher ➞ Skybox ➞ \[desired shader]** for blending and switching to work properly.

## Possible Issues

Bakery uses its own lightmap array and tries to load it at runtime during edit playback. If you baked a scene using the Bakery, and then for some reason decided to use the built-in lightmapper, then you need to clear the scene data. Otherwise it will break lightmaps. Use **Bakery ➞ Utilites ➞ Clear Baked Data**
