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Unity Engine


Lighting window reference

Explore the properties and settings in the Lighting window to customize lighting.
Read time 8 minutesLast updated 13 days ago

The Lighting window (menu: Window > Rendering > Lighting) is the main control point for Unity’s lighting features. You can use the Lighting window to adjust settings related to the lighting in your Scene, and to optimise your precomputed lighting data for quality, bake time, and storage space.
You can perform many of the functions available in the Lighting window in scripts, using the LightingSettings and Lightmapping APIs.

Lighting window layout

The Lighting window contains the following elements:

The Scene tab

The
Scene

?

tab displays information about the Lighting Settings Asset that is assigned to the active Scene. If no Lighting Settings Asset is assigned to the active Scene, it displays information about the default LightingSettings object.
The Scene tab is divided into the following sections:

Lighting Settings Asset controls

Use the controls in this section to assign a Lighting Settings Asset to the active Scene, or to create a new Lighting Settings Asset.

Property:

Function:

Lighting SettingsThe Lighting Settings Asset assigned to the active Scene.
New Lighting SettingsClick this button to generate a new Lighting Settings Asset in your Project, and automatically assign the new Lighting Settings Asset to the active Scene.

Lighting Settings

Use this section to view and edit the properties of the Lighting Settings Asset or
LightingSettings
object assigned to the current Scene. See Lighting Settings Asset.

The Adaptive Probe Volumes tab - URP and HDRP only

The Adaptive Probe Volumes tab contains settings related to Adaptive Probe Volumes (APV). This tab only appears if you use URP or HDRP in your project. Refer to the following for more information:

The Environment tab

The Environment tab contains settings related to environmental lighting effects for the current Scene. The contents depend on the render pipeline that your Project uses.
The Environment tab is divided into two sections:

Environment

The Environment section contains lighting-related settings and controls that apply to the environmental lighting in the current scene, such as the Skybox, diffuse lighting and reflections.

Property

Description

Skybox MaterialA Skybox is a Material that appears behind everything else in the Scene to simulate the sky or other distant background. Use this property to choose the Skybox you want to use for the Scene. The default value is the built-in Default Skybox.
Sun SourceSelect a Light to use as the sun in your Scene. Unity uses this Light to simulate the effect of sun position and intensity on the Skybox and your Scene. If you set this to None, Unity considers the brightest directional light in the Scene the sun. Lights whose Render Mode property is set to Not Important do not affect the Skybox.

For more information about the Render Mode setting, see the Additional settings section of Lights.
Realtime Shadow ColorDefine the color that Unity uses to render real-time shadows when Lighting Mode in the Lighting Settings asset is set to Subtractive. For more information, refer to Lighting Mode.
Environment LightingThis section contains settings that affect ambient light in the current Scene.
SourceUse this to define a source color for ambient light in the Scene. The default value is Skybox. The options are:
  • Skybox: Use the colors of the Skybox set in Skybox Material to determine the ambient light coming from different angles. This allows for more precise effects than Gradient.
  • Gradient: Choose separate colors for ambient light from the sky, horizon and ground, and blend smoothly between them.
  • Color: Use a flat color for all ambient light.
Intensity MultiplierUse this to set the brightness of the ambient light in the Scene, defined as a value between 0 and 8. The default value is 1.
Environment ReflectionsThis section contains global settings for Reflection Probe baking, and settings that affect global reflections.
SourceUse this setting to specify whether you want to use the Skybox for reflection effects, or a Cubemap of your choice. The default value is Skybox. The options are:
  • Skybox: Select this to use the Skybox as the reflection source.
  • Custom: Select this to use either a Cubemap asset or a RenderTexture of type cube for reflections.
ResolutionUse this to set the resolution of the Skybox for reflection purposes. This property is visible only when Source is set to Skybox.
CubemapUse this to specify the Cubemap to use for reflection purposes. This property is visible only when Source is set to Cubemap.
CompressionUse this to define whether or not reflection textures are compressed. The default setting is Auto. The options are:
  • Auto: The reflection texture is compressed if the compression format is suitable.
  • Uncompressed: The reflection texture is stored in memory uncompressed.
  • Compressed: The texture is compressed.
Intensity MultiplierThe degree to which the reflection source is visible in reflective objects.
BouncesA reflection bounce occurs when a reflection from one object is then reflected by another object. Use this property to set how many times the Reflection Probes evaluate bounces back and forth between objects. If this is set to 1, then Unity only takes the initial reflection (from the skybox or cube map specified in the Reflection Source property) into account.

Other Settings

The Other Settings section contains settings for fog, Halos, Flares and Cookies.

Property

Description

FogEnables or disables fog in the Scene. Note that fog is not available with the Deferred rendering path. For more information, refer to Fog settings.
Halo TextureSet the Texture you want to use for drawing a Halo around lights.
Halo StrengthDefine the visibility of Halos around Lights, from a value between 0 and 1.
Flare Fade SpeedDefine the time (in seconds) over which lens flares fade from view after initially appearing. This is set to 3 by default.
Flare StrengthDefine the visibility of lens flares from lights, from a value between 0 and 1.
Spot CookieSet the Cookie texture you want to use for Spot Lights. The default is 'Soft'. To revert to 'Soft', select None.

Fog settings

Property

Description

ColorUse the color picker to set the color Unity uses to draw fog in the Scene.
Fog ModeDefine the way in which the fogging accumulates with distance from the camera. For more information, refer to Fog Mode dropdown. The options are:
  • Linear: Fog density increases linearly with distance. Start sets the distance from the Camera at which the fog starts. End sets the distance from the Camera at which the fog completely obscures Scene GameObjects.
  • Exponential: Fog density increases exponentially with distance. Density controls the density of the fog. The fog appears more dense as the Density increases.
  • Exponential Squared: Fog density increases faster with distance (exponentially and squared). Density controls the density of the fog. The fog appears more dense as the Density increases.

The Realtime Lightmaps tab

The Realtime Lightmaps tab shows a list of all lightmaps generated by the Enlighten Realtime Global Illumination system in the current Scene. If Enlighten Realtime Global Illumination is not enabled in your Project, this tab will be empty.

The Baked Lightmaps tab

This tab displays a list of all the lightmaps generated by the lightmapper for the current scene, and the Lighting Data Asset.
If you use Scene view Draw Modes to preview lightmapping, the tab also contains the temporary lightmaps Unity generates for the preview.
If Baked Global Illumination is not enabled in your Project, the tab is empty.

Control area

Controls for precomputing lighting data are at the bottom of the Lighting window.

Property

Description

GPU Baking DeviceUse this to change the GPU that Unity uses for precomputing lighting data. This property is visible only when you use the GPU Progressive Lightmapper backend.
GPU Baking ProfileThe profile you select in this property defines how the GPU Lightmapper breaks lightmaps into smaller tiles to reduce GPU memory usage. The options are:
  • Automatic: Unity chooses the tile size based on the size of the largest lightmap while still aiming for good GPU utilization.
  • Highest Performance and High Performance: Force a higher fixed tile size for all lightmaps.
  • Low Memory Usage and Lowest Memory Usage: Force a lower fixed tile size for all lightmaps. Small tiles take up less GPU memory at the expense of lower GPU utilization, leading to longer bake times.
This property is visible only when you use the GPU Progressive Lightmapper.
Bake on Scene LoadSet whether Unity automatically generates precomputed lighting data. The options are:
  • Never: Prevent Unity from automatically generating precomputed lighting data when you open a scene. To generate lighting data manually, select Generate Lighting. This is the default mode in a new Unity 6 project.
  • If Missing Lighting Data: Enable Unity automatically generating precomputed lighting data when you open a scene, if the data doesn't exist or is invalid. This is the default mode for a project that was created in Unity 2023.2 or earlier. Refer to Upgrade to Unity 6.0 for more information.
Generate LightingSelect the Generate Lighting button to precompute lighting data. This data includes lightmaps for the Baked Global Illumination system, lightmaps for the Enlighten Realtime Global Illumination system, Light Probes, Adaptive Probe Volumes, and Reflection Probes. Edits you make after starting the bake process using the Generate Lighting button do not affect baked lighting.

The dropdown options are:
  • Bake Probe Volumes: Bake only the Adaptive Probe Volumes in the scene or Baking Set.
  • Bake Reflection Probes: Bake only the Reflection Probes for all open Scenes. Note: If you select Bake Reflection Probes but you haven't baked the scene before, Unity also bakes lightmaps, Light Probes, and Adaptive Probe Volumes.
  • Clear Baked Data: Clear all precomputed lighting data from all open scenes without clearing the GI Cache.