Rasagar/Library/PackageCache/com.unity.render-pipelines.universal/Documentation~/light-component.md
2024-08-26 23:07:20 +03:00

79 lines
8.6 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

---
uid: urp-light-component
---
# Light component reference
Lights determine the shading of an object and the shadows it casts.
This page contains information on Light components in the Universal Render Pipeline (URP). For a general introduction to lighting in Unity and examples of common lighting workflows, refer to the [Lighting section of the Unity Manual](https://docs.unity3d.com/Manual/LightingOverview.html).
## Properties
The Light Inspector includes the following groups of properties:
* [General](#General)
* [Shape](#Shape)
* [Emission](#Emission)
* [Rendering](#Rendering)
* [Shadows](#Shadows)
### <a name="General"></a>General
| Property:| Function: |
|:---|:---|
| **Type**| The current type of light. Possible values are **Directional**, **Point**, **Spot** and **Area**.|
| **Mode**| Specify the [Light Mode](https://docs.unity3d.com/Manual/LightModes.html) used to determine if and how a light is "baked".<br/><br/>Options:<ul><li>**Realtime**</li><li>**Mixed**</li><li>**Baked**</li></ul><br/>**Note**: If **Type** is set to **Area**, this property is automatically set to **Baked**. |
| **Rendering Layers** | Set which rendering layers the light applies to.<br/><br/>**Note**: This property is only available if **Mode** is set to **Realtime** or **Mixed**. |
### <a name="Shape"></a>Shape
| Property:| Function: |
|:---|:---|
| **Inner/Outer Spot Angle**| The inner and outer angles (in degrees) at the base of a spot lights cone (**Spot** light only). |
| **Shape** | The shape of the area light.<br/><br/>Available options:<ul><li>**Rectangle**</li><li>**Disc**</li></ul> |
| &#160;&#160;&#160;&#160;**Width** | The width of the area light.<br/><br/>**Note**: This property is only available if **Shape** is set to **Rectangle**. |
| &#160;&#160;&#160;&#160;**Height** | The height of the area light.<br/><br/>**Note**: This property is only available if **Shape** is set to **Rectangle**. |
| &#160;&#160;&#160;&#160;**Radius** | The radius of the area light<br/><br/>**Note**: This property is only available if **Shape** is set to **Disc**. |
### <a name="Emission"></a>Emission
| Property:| Function: |
|:---|:---|
| **Light Appearance** | Select the method used to create the color of the light.<br/><br/>Available options:<ul><li>**Color**</li><li>**Filter and Temperature**</li></ul> |
| &#160;&#160;&#160;&#160;**Color**| The color of the emitted light. Set this property with the color slider.<br/><br/>**Note**: This property is only available if **Light Apperance** is set to **Color**. |
| &#160;&#160;&#160;&#160;**Filter**| The color of the tint for the light source. Set this property with the color slider.<br/><br/>**Note**: This property is only available if **Light Apperance** is set to **Filter and Temperature**. |
| &#160;&#160;&#160;&#160;**Temperature**| The temperature (in Kelvin) of the light. Set this property with the slider or enter a specific value.<br/><br/>**Note**: This property is only available if **Light Apperance** is set to **Filter and Temperature**. |
| **Intensity**| Set the brightness of the light. The default value for a **Directional** light is 0.5. The default value for a **Point**, **Spot** or **Area** light is 1. |
| **Indirect Multiplier**| Use this value to vary the intensity of indirect light. Indirect light is light that has bounced from one object to another. The **Indirect Multiplier** defines the brightness of bounced light calculated by the global illumination (GI) system. If you set **Indirect Multiplier** to a value lower than **1,** the bounced light becomes dimmer with every bounce. A value higher than **1** makes light brighter with each bounce. This is useful, for example, when a dark surface in shadow (such as the interior of a cave) needs to be brighter in order to make detail visible. |
| **Range**| Define how far the light emitted from the center of the object travels (**Point** and **Spot** lights only). |
| **Cookie** | The RGB texture this Light projects into the scene. Use cookies to create silhouettes or patterned illumination. The texture format to use depends on the type of Light:<br/> &#8226; Directional: 2D texture<br/> &#8226; Spot: 2D texture<br/> &#8226; Point: [cubemap texture](https://docs.unity3d.com/Manual/class-Cubemap.html)<br/><br/>**Note**: URP doesn't support light cookies for Area lights.<br/><br/>For more information about light cookies, refer to [Cookies](https://docs.unity3d.com/Manual/Cookies.html). |
| &nbsp;&nbsp;**Cookie Size** | The per-axis scale Unity applies to the cookie texture. Use this property to set the size of the cookie.<br/><br/>**Note**: This property is available only if you set **Type** to **Directional** and assign a texture to **Cookie**. |
| &nbsp;&nbsp;**Cookie Offset** | The per-axis offset Unity applies to the cookie texture. Use this property to move the cookie without moving the light itself. You can also animate this property to scroll the cookie. <br/><br/>**Note**: This property is available only if you set **Type** to **Directional** and assign a texture to **Cookie**. |
## <a name="Rendering"></a>Rendering
| Property:| Function: |
|:---|:---|
| **Culling Mask**| Use this to selectively exclude groups of objects from being affected by the Light. For more information, refer to [Layers](https://docs.unity3d.com/Manual/Layers.html).|
## <a name="Shadows"></a>Shadows
| Property:| Function: |
|:---|:---|
| **Shadow Type**| Determine whether this Light casts Hard Shadows, Soft Shadows, or no shadows at all. For information on hard and soft shadows, refer to documentation on [Lights](https://docs.unity3d.com/Manual/class-Light.html). |
|&nbsp;&nbsp;&nbsp;&nbsp;**Baked Shadow Angle** | If **Type** is set to **Directional** and **Shadow Type** is set to **Soft Shadows**, this property adds some artificial softening to the edges of shadows and gives them a more natural look.<br/><br/>**Note**: This property is only available if **Mode** is set to **Mixed** or **Baked**. |
|&nbsp;&nbsp;&nbsp;&nbsp;**Baked Shadow Radius** | If **Type** is set to **Point** or **Spot** and **Shadow Type** is set to **Soft Shadows**, this property adds some artificial softening to the edges of shadows and gives them a more natural look.<br/><br/>**Note**: This property is only available if **Mode** is set to **Mixed** or **Baked**. |
|&nbsp;&nbsp;&nbsp;&nbsp;**Realtime Shadows**| These properties are available when **Shadow Type** is set to **Hard Shadows** or **Soft Shadows**. Use these properties to control real-time shadow rendering settings. |
|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;**Strength**| Use the slider to control how dark the shadows cast by this Light are, represented by a value between 0 and 1. This is set to 1 by default. |
|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;**Bias**| Controls whether to use shadow bias settings from the URP Asset, or whether to define custom shadow bias settings for this Light. Possible values are **Use Pipeline Settings** or **Custom**.|
|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;**Depth**| Controls the distance at which the shadows will be pushed away from the light. Useful for avoiding false self-shadowing artifacts. This property is visible only when **Bias** is set to **Custom**.|
|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;**Normal**| Controls the distance at which the shadow casting surfaces will be shrunk along the surface normal. Useful for avoiding false self-shadowing artifacts. This property is visible only when **Bias** is set to **Custom**.|
|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;**Near Plane**| Use the slider to control the value for the near clip plane when rendering shadows, defined as a value between 0.1 and 10. This value is clamped to 0.1 units or 1% of the lights **Range** property, whichever is lower. This is set to 0.2 by default. |
|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;**Soft**&nbsp;**Shadows**&nbsp;**Quality** | Select the soft shadows quality. With the **Use Pipeline Settings** option selected Unity uses the value from the URP Asset. Options **Low**, **Medium**, and **High** let you specify the soft shadow quality value for this Light. For more information on the values, refer to the [Soft Shadows](universalrp-asset.md#soft-shadows) section. |
|&nbsp;&nbsp;&nbsp;&nbsp;**Custom Shadow Layers** | Enable to specify the layer for shadows from the light separately to the layer for the light itself.<br/><br/>**Note**: This property is only available if **Mode** is set to **Mixed** or **Baked**, and **Shadow Type** is set to **Hard Shadows** or **Soft Shadows**. |
|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;**Layer** | The layer for shadows from the light. |
## Preset
When using Preset of Light Component, only a subset of properties are supported. Unsupported properties are hidden.