# Baked GI Node ## Description 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](Node.md) 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](Node.md). 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](Node.md) might be defined in one Render Pipeline and undefined in the other. If this [Node](Node.md) is undefined, it returns 0 (black). #### Unity Render Pipelines Support - High Definition Render Pipeline. Although, this Node does not work in a Shader Graph that targets HDRP's [Unlit Master Node](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Master-Node-Unlit.html). - Universal Render Pipeline ## Ports | 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 | ## Controls | 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); } ```