# Lighting Search window reference

> Reference for the Lighting Search window, including query categories, table properties, and save options.

Lighting Search is a cross-pipeline editor window with a table-based interface for managing lighting data across complex scenes. For a simpler alternative that covers lights, Reflection Probes, light probes, and static emissive materials, refer to [Light Explorer](/engine/6000.6/manual/lighting-overview/lighting-explorer/lighting-explorer.md).

To open the Lighting Search window, from the Unity Editor menu, select **Window** > **Rendering** > **Lighting Search**.

The window contains the following:

* A search bar at the top.
* A categorized search query tree panel on the left.
* A table view of the search results with editable lighting object properties on the right.

Select a pre-built search query in the tree panel to load its results into the table or build your own query from the search bar.

> **Note:**
>
> The Lighting Search window uses the Unity Search framework. For more information about managing search queries and results, refer to [Unity Search](https://docs.unity3d.com/Manual/search-overview.html).

Edit any lighting object properties directly in the search results table. You can multi-select the table rows to edit the properties in bulk.

## Query categories

Here is the list of pre-built search query categories available in the tree panel.

| **Category**               | **Description**                                                                                                                                                                |
| -------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| **Lights**                 | Light components in the scene, with lighting mode, intensity, color temperature, rendering layers, shadow resolution, contact shadows, and ray tracing settings. In HDRP only. |
| **Mesh Renderers**         | Mesh Renderer components, with GI contribution mode, receive GI mode, reflection probe usage, and rendering layers.                                                            |
| **Reflection Probes**      | Reflection Probe components, with capture mode and cubemap resolution.                                                                                                         |
| **Adaptive Probe Volumes** | Adaptive Probe Volume components, with volume mode and probe spacing. Available when Adaptive Probe Volumes is enabled in Project Settings.                                    |
| **Baking Sets**            | Baking Set assets in the project, with probe spacing and sky occlusion settings. Available when Adaptive Probe Volumes is enabled in Project Settings.                         |
| **Light Probes**           | Light Probe Group objects in the scene. Available when Adaptive Probe Volumes is inactive in Project Settings.                                                                 |
| **Materials**              | Materials with emission enabled, with emission intensity, multiplier, and HDR mode.                                                                                            |
| **Lighting Settings**      | Lighting Settings assets associated with open scenes, with baking backend, lightmap resolution, and sample counts.                                                             |
| **Lightmaps**              | Baked lightmap data with thumbnail previews, alongside index, dimensions, format, compression, and an adjustable exposure slider.                                              |

> **Note:**
>
> The queries available depend on the active render pipeline. In HDRP and URP projects, the query tree also reflects your Adaptive Probe Volumes configuration:

* When Adaptive Probe Volumes is inactive in Project Settings, a **Light Probes** folder appears in the query tree.
* When Adaptive Probe Volumes is active, **Baking Sets** and **APV** folders appear instead.

## Save a query

Use the save controls in the query tree panel to save the current query state. A saved query stores active filter settings, the columns shown in the table, column widths, and the table format.

| **Option**  | **Description**                                                                                                   |
| ----------- | ----------------------------------------------------------------------------------------------------------------- |
| **User**    | Saves the query to user preferences. Not included in version control.                                             |
| **Project** | Saves the query as a Search Query asset in the project. Included in version control and shareable with your team. |

## Additional resources

* [Search and explore lighting-related objects](/engine/6000.6/manual/lighting-overview/lighting-explorer.md)
* [Adaptive Probe Volumes](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/probevolumes.html)
* [Light Explorer](/engine/6000.6/manual/lighting-overview/lighting-explorer/lighting-explorer.md)
