XR Bake Kitv1.0
Shadow rendering in real-time has a cost: draw calls, frame budget, and geometry overhead that adds up fast. In AR and MR passthrough, standard lightmapping does not work at all. XR Bake Kit bakes shadow maps to static textures directly in the Unity editor. Once baked, there is no runtime cost.
Unity 6 · URP · Editor Tool
Tested on Unity 6000.3.9f1 · Windows · macOS
Questions or issues? Reach out directly.
Contact SupportSupport
- For questions about XR Bake Kit, email support.obsiq@gmail.com
- Response time: within 2 business days
- For bug reports, include your Unity version, OS, and steps to reproduce the issue.
- For purchase-related issues, include your Asset Store invoice number.
- Feature requests are welcome but cannot be guaranteed.
- Unity version: Unity 6 (6000.3.9f1) and above
- Render pipeline: URP only. HDRP and Built-in not supported.
- Platform: Editor tool. Windows and macOS.
Where it fits
Mobile AR
Baked shadows on image targets and surface-placed objects with no frame budget hit.
Passthrough MR
Contact shadows in Quest and HoloLens scenes where lightmapping is not an option.
Mobile games
Shadow quality in performance-constrained builds where real-time shadows are too expensive.
Controlled quality zones
Bake shadows only in high-focus areas of a scene, keep runtime shadows elsewhere.
Compared to the alternatives
| XR Bake Kit | Manual Blender pipeline | Runtime shadows | |
|---|---|---|---|
| Works in passthrough AR/MR | Yes | Yes | No |
| Stays inside Unity | Yes | No | Yes |
| Runtime performance cost | None | None | High |
| Setup time | Minutes | Hours | Minutes |
| Texture quality control | Full | Full | Limited |
| Workflow | Single tool | Multi-app export loop | Always on |