# Create and configure a halo light effect

> Create and customize a halo around a light source.

> **Important:**
>
> The Built-In Render Pipeline is deprecated and will be made obsolete in a future release.
>
> It remains supported, including bug fixes and maintenance, through the full Unity 6.7 LTS lifecycle.
>
> For more information on migration, refer to [Migrating from the Built-In Render Pipeline to the Universal Render Pipeline](/engine/6000.6/manual/render-pipelines/universal-render-pipeline/introduction/installing-and-configuring-urp/upgrading-from-birp.md.md) and [Render pipeline feature comparison](/engine/6000.6/manual/render-pipelines/choose-a-render-pipeline/feature-comparison.md.md).

> **Note:**
>
> This workflow is compatible only with the Built-in Render Pipeline. For similar functionality in other render pipelines, see [Lens flares and halos](/engine/6000.6/manual/visual-effects/lens-flares.md).

Add a Halo component to a GameObject with a [Light component](/engine/6000.6/manual/lighting-overview/lighting-birp/class-light.md). Then set its size and color properties to give the desired glowing effect.

> **Note:**
>
> A Light can also display a halo without a separate Halo component by enabling its *Draw Halo* property, but you cannot configure its size and color.

To see Halos in the scene view, check **Fx** button in the Editor Toolbar.

To override the shader used for Halos, open the [Graphics](/engine/6000.6/manual/unity-editor/editor-settings-reference/comp-manager-group/class-graphics-settings.md) window and set **Light Halo** to the shader that you would like to use as the override.
