# Unity Lightmap Modes
## Documentation
See [the docs](https://docs.unity3d.com/Manual/lighting-mode.html) for more information.
## Modes
### Baked Indirect
> [!abstract] Documentation
> Because all shadows from Mixed Lights are real-time in Baked Indirect Lighting Mode, this can impact performance. You can reduce this impact by using the [Shadow Distance](https://docs.unity3d.com/Manual/shadow-distance.html) property to limit the distance up to which Unity draws real-time shadows.
### Subtractive
> [!abstract] Documentation
> Subtractive Lighting Mode is useful on low-end hardware where performance is a concern, and where you need only one real-time shadow casting light. It doesn’t provide particularly realistic lighting effects, and is more suitable for stylized aesthetics, such as cel shading.
### Shadowmask
> [!abstract] Documentation
> Shadowmask Lighting Mode provides the highest fidelity shadows among all the Lighting Modes, but has the highest performance cost and memory requirements. It’s suitable for rendering realistic scenes where distant GameObjects are visible, such as open worlds, on high-end or mid-range hardware.
#unity #graphics