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Lighting in the Built-In Render Pipeline

Resources and approaches for lighting in the Built-In Render Pipeline.
Read time 1 minuteLast updated 4 days ago

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.
Resources and approaches for lighting in the Built-In Render Pipeline.

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Description

Per-pixel and per-vertex lights in the Built-In Render PipelineLearn about how Unity categorizes Light components so they light objects per-pixel or per-vertex.
Emit light from a GameObjectMake a material emissive so that it emits light across its surface area.
Create cookiesCreate a cookie by creating a grayscale texture, importing the texture into Unity, then converting the brightness of the texture to alpha.
Customize how shaders contribute lightmap dataMake shaders compatible with lightmap textures.
Shadows in the Built-In Render PipelineSet the resolution of the shadow map a Light component generates.
Configure a GameObject to sample more Light ProbesTo make lighting more realistic, use Light Probe Proxy Volumes to configure a GameObject to sample multiple Light Probes.
Blend Reflection ProbesEnable Unity gradually fading between the cubemap textures from different Reflection Probes, as a reflective GameObject passes between them.
Optimize lightingAvoid Unity using multiple render passes to render GameObjects, or doing too much work to render lighting.
Troubleshooting emissive materials not renderingFix issues causing emissive materials to not render as brightly as intended.
Light component Inspector window referenceExplore the properties and settings in the Light component Inspector window to customize settings specific to the Built-In Render Pipeline.