Improve documentation related to global illumination
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="LightmapGI" inherits="VisualInstance3D" version="4.0">
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<brief_description>
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Computes and stores baked lightmaps for fast global illumination.
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</brief_description>
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<description>
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The [LightmapGI] node is used to compute and store baked lightmaps. Lightmaps are used to provide high-quality indirect lighting with very little light leaking. [LightmapGI] can also provide rough reflections using spherical harmonics if [member directional] is enabled. Dynamic objects can receive indirect lighting thanks to [i]light probes[/i], which can be automatically placed by setting [member generate_probes_subdiv]. Additional lightmap probes can also be added by creating [LightmapProbe] nodes. The downside is that lightmaps are fully static and cannot be baked in an exported project. Baking a [LightmapGI] node is also slower compared to [VoxelGI].
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[b]Procedural generation:[/b] Lightmap baking functionality is only available in the editor. This means [LightmapGI] is not suited to procedurally generated or user-built levels. For procedurally generated or user-built levels, use [VoxelGI] or SDFGI instead (see [member Environment.sdfgi_enabled]).
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[b]Performance:[/b] [LightmapGI] provides the best possible run-time performance for global illumination. It is suitable for low-end hardware including integrated graphics and mobile devices.
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</description>
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<tutorials>
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</tutorials>
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