Skip to main content
Spectral logo

Spectral

Artist-controlled static global illumination for Unreal Engine 5.

Built for baked lighting

The go-to solution for light baking in Unreal Engine 5.

Shape the light. Bake it into your world.

Prepare lightmaps, place probe fields, and build your lighting in one Unreal workflow. Spectral gives you control over where the detail goes, how the bake is filtered, and how much lighting data your scene uses.

Explore the baking workflow

Prepare your scene

Generate lightmap UVs and set consistent surface detail.

Bake with control

Choose resolution, sampling, and denoising for the result you need.

Light the space, too

Use baked probe fields for moving objects, with fog and capsule lighting on supported renderers.

Trailer

See Spectral in action

Spectral trailer

YouTube video coming soon

Spectral systems

Lighting tools that work together

Spectral covers the path from preparing meshes and placing lighting fields to baking, shading, atmosphere, and final inspection.

Static lighting

Baker

Bake lightmaps and probe volumes directly in Unreal.

  • Separate Fast and Full modes
  • Spectral, Intel OIDN, or firefly denoising
  • Uncompressed, BC7, or compact output

Global illumination

Probe Fields

Place lighting detail only where the scene needs it.

  • Density, fade, and overlap controls
  • Bilinear or bicubic interpolation
  • Movable fields and prefab volumes

UVs and density

Lightmap Tools

Generate UVs and keep lightmap detail consistent.

  • xAtlas packing and channel controls
  • Density measured in texels per meter
  • Chart denoising and seam stitching

Soft static shadowing

Baked Shadows

Bake directional shadows with controlled softness.

  • Static and movable caster support
  • PCSS quality and softness controls
  • Near and far sampling controls

Atmosphere and grounding

Fog and GTAO

Light local volumes and volumetric Exponential Height Fog from probes.

  • Direct, emissive, bounced, and ambient fog
  • Density, color, height, and fade controls
  • Four GTAO quality levels with denoising

Look development

Diagnostics

Inspect lighting in the editor or at runtime.

  • Fullbright view in editor and packaged games
  • Probe, density, and fog visualizers
  • Multiple built-in tone operators

Scene systems

Captures and Prefabs

Reuse baked lighting and reflection setups.

  • Editable box reflection captures
  • Embedded lightmaps and probe fields
  • Optional reflection rebuilds after baking

Movable character shadows

Capsule Lighting

Use baked probes to ground movable characters in the scene.

  • Probe-driven direction, spread, and strength
  • Unreal Stock, Realistic, or Grounded modes
  • Adjustable ground bias for stronger contact

Real editor workflow

Spectral inside Unreal

Baking, rendering features, diagnostics, memory, and setup all live in one editor panel. Select a view to inspect the real interface.

BakerControl bake modes, denoising, lightmaps, probes, and output quality.

Take the next step

Bring Spectral into your lighting workflow.

Install Spectral

Set up the plugin, project settings, and renderer shader hooks.

Installation

Check support

Review renderer, platform, baking, and system compatibility.

Supported Systems

Talk to the developer

Ask questions, report issues, and share production feedback.

Contact