![]() Shadows from directional lights are explained in depth on this page. For more information about shadows, please read the Shadows page. This is done by selecting either Hard Shadows or Soft Shadows for the Shadow Type property of each individual Light. However, VertexLit shaders cannot display Cookies or Shadows.Īll Lights can optionally cast Shadows. They are a great way af adding lots of complexity or atmosphere to a scene.Īll built-in shaders in Unity seamlessly work with any type of light. The Cookie’s alpha mask modulates the light amount, creating light and dark spots on surfaces. The Cookie will be projected from the light. You can create a texture that contains an alpha channel and assign it to the Cookie variable of the light. Use to selectively exclude groups of objects from being affected by the light see Layers. Use Important mode only for the most noticeable visual effects (eg, headlights of a player’s car). ![]() The options are Auto (the rendering method is determined at runtime depending on the brightness of nearby lights and current Quality Settings), Important (the light is always rendered at per-pixel quality and Not Important (the light is always rendered in a faster, vertex/object light mode). This can affect lighting fidelity and performance, see Performance Considerations below. Optional reference to the Flare that will be rendered at the light’s position. See also the page about the Halo component. If checked, a spherical halo of light will be drawn with a radius equal to Range. If shadows are enabled then this property adds some artificial softening to the edges of shadows cast by directional lights (in theory, parallel light rays coming from a truly “directional” source cast perfectly sharp shadows but natural light sources don’t strictly behave like this). If shadows are enabled then this property adds some artificial softening to the edges of shadows cast by point or spot lights (in theory, light originating from a point casts perfectly sharp shadows but this situation rarely occurs in nature). See the Global Illumination section of the manual for further information.ĭetermines whether Hard Shadows Soft Shadows or no shadows at all will be cast by this light. Or alternatively, if you want to use Precomputed Realtime GI in general, but want to limit a single light to give direct light only, you can set its Bounce Intensity to 0. This is useful, for example, when a dark surface in shadow (such as the interior of a cave) needs to be rendered brighter in order to make detail visible. The value is a multiple of the default brightness calculated by the GI system if you set Bounce Intensity to a value greater than one then bounced light will be made brighter, while a value less than one will make it dimmer. This allows you to vary the intensity of indirect light (ie, light that is bounced from one object to another. The default value for a Point, Spot or Area light is 1 but for a Directional light, it is 0.5. How far light is emitted from the center of the object (Point and Spot lights only).ĭetermines the angle (in degrees) at the base of a spot light’s cone (Spot light only).īrightness of the light. See the Global Illumination section of the manual for further information about lightmaps and baking. Realtime works both for Precomputed Realtime GI and when not using GI. Mixed will also bake it, but it will still be present at runtime to give direct lighting to non-static objects. This allows you to choose if the light should be baked if Baked GI is selected. Possible values are Directional, Point, Spot and Area (see the Lighting Overview for details of these types). See the Lighting and Global Illumination sections of the manual for further details about lighting concepts in Unity. Lights are a fundamental part of graphical rendering since they determine the shading of an object and the shadows it casts.
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