# Lighting configuration workflow

> Resources for selecting a render pipeline, configuring global lighting settings, and adding lighting elements.

To set up lighting in Unity, follow these steps:

1. [Choose a render pipeline](#choose-a-render-pipeline)
2. [Configure lighting](#configure-lighting)
3. [Fine-tune your scene lighting](#fine-tune-your-scene-lighting)

## Choose a render pipeline ##choose-a-render-pipeline

Unity provides render pipelines that differ in customization and lighting features:

* [Built-in Render Pipeline](/engine/6000.0/manual/lighting-overview/lighting-birp.md) (not scriptable)
* [Universal Render Pipeline (URP)](/engine/6000.0/manual/lighting-overview/lighting/lighting-in-urp.md)
* [High-Definition Render Pipeline (HDRP)](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest?subfolder=/manual/Light-Component.html)
* Custom Scriptable Render Pipeline (SRP)

For more information on render pipeline selection, refer to [choose a render pipeline](/engine/6000.0/manual/render-pipelines/choose-a-render-pipeline/pipeline.md).

## Configure lighting ##configure-lighting

1. Choose baked GI, realtime GI, mixed baked and realtime GI, or opt for no GI.

   For more information, refer to [Lighting Settings Asset Inspector window reference](/engine/6000.0/manual/lighting-overview/lighting-reference/class-lighting-settings.md#MixedLighting)

2. Choose one of the following Lighting Modes:

   * Baked Indirect
   * Subtractive
   * Shadowmask
   * Distance Shadowmask

   For more information, refer to [Lighting Mode](/engine/6000.0/manual/lighting-overview/lighting-light-sources/components/configuring/lighting-mode/lighting-mode.md).

## Fine-tune your scene lighting ##fine-tune-your-scene-lighting

To fine-tune your scene lighting, follow these tasks based on project requirements:

1. Add [baked, realtime, or mixed lights](/engine/6000.0/manual/lighting-overview/lighting-light-sources/components/configuring/light-modes/introduction.md).

2. Optionally configure emissive surfaces with [Baked GI or Realtime GI](/engine/6000.0/manual/lighting-overview/lighting-reference/class-lightmap-parameters.md).

3. Add baked, realtime, or custom [Reflection Probes](/engine/6000.0/manual/lighting-overview/reflections/reflection-probes.md).

4. If a GI mode is set, add [Light Probes](/engine/6000.0/manual/lighting-overview/direct-and-indirect-lighting/light-probes.md). You can also add [Light Probe Proxy Volumes (LPPVs)](/engine/6000.0/manual/lighting-overview/lighting-birp/light-probe-proxy-volume.md).

## Additional resources

* [Add light emission to a material](/engine/6000.0/manual/materials-and-shaders/built-in/shader-built-in-configure-properties/standard-shader-texture-maps/material-parameter-emission.md)
* [Reflection Probe Inspector window reference](/engine/6000.0/manual/lighting-overview/reflections/class-reflection-probe.md)
* [Light Probes](/engine/6000.0/manual/lighting-overview/direct-and-indirect-lighting/light-probes/light-probes.md)
* [SRP Core](https://docs.unity3d.com/Packages/com.unity.render-pipelines.core@latest)
