# Enable Rendering Layers for Lights in URP

> Enable and use Rendering Layers for Lights, change the name of Rendering Layers, and use Custom Shadow Layers to improve shadows.

To enable Rendering Layers for Lights in your project:

1. In the [URP asset](/engine/6000.7/manual/render-pipelines/universal-render-pipeline/urp-reference/universalrp-asset.md), in the **Lighting** section, open the **More** (⋮) menu and select **Advanced Properties**.

2. In the [URP asset](/engine/6000.7/manual/render-pipelines/universal-render-pipeline/urp-reference/universalrp-asset.md), in the **Lighting** section, select **Use Rendering Layers**.

## How to edit Rendering Layer names

To edit the names of Rendering Layers:

1. Go to Editor > **Tags and Layers**.

2. Edit the Rendering Layer names in the **Rendering Layers** section.

## How to use Rendering Layers with Lights

This section describes how to configure the following application example:

* The scene contains two Point Lights (marked `A` and `B` in the illustration) and two Sphere GameObjects (`C` and `D` in the illustration).

* Light `A` affects Sphere `D`, but not Sphere `C`. Light `B` affects Sphere `C`, but not Sphere `D`.

The following illustration shows the example:


**Light A affects Sphere D, but not Sphere C. Light B affects Sphere C, but not Sphere D.:**
![](/api/media?file=/engine/6000.7/media/images/rendering-layers-example.png)

*Light `A` affects Sphere `D`, but not Sphere `C`. Light `B` affects Sphere `C`, but not Sphere `D`.*

To implement the example:

1. [Enable Rendering Layers](/engine/6000.7/manual/lighting-overview/lighting/rendering-layers/decals.md) in your project.

2. Create two Point Lights (call them `A`, and `B`) and two Spheres (call them `C`, and `D`). Position the objects so that both Spheres are within the emission range of Lights.

3. Go to **Project Settings** > **Tags and Layers**. Rename Rendering Layer 1 to `Red`, and Layer 2 to `Green`.

4. Select Light `A`, change its color to green. Select Light `B`, change its color to red. With this setup, both Lights affect both Spheres.


   **Both Lights affect both Spheres.:**
   ![](/api/media?file=/engine/6000.7/media/images/both-lights.png)

5. Make the following settings on Lights and Spheres:

   Light `A`: in the property **Light > Rendering > Rendering Layers**, clear all options, and select `Green`.

   Light `B`: in the property **Light > Rendering > Rendering Layers**, clear all options, and select `Red`.

   Sphere `C`: in the property **Mesh Renderer > Additional Settings > Rendering Layer Mask**, select all options, clear `Green`.

   Sphere `D`: in the property **Mesh Renderer > Additional Settings > Rendering Layer Mask**, select all options, clear `Red`.

   Now Point Light `A` affects Sphere `D`, but not Sphere `C`. Point Light `B` affects Sphere `C`, but not Sphere `D`.


   **Point Light A affects Sphere D, but not Sphere C. Point Light B affects Sphere C, but not Sphere D.:**
   ![](/api/media?file=/engine/6000.7/media/images/rendering-layers-example.png)

## How to use Custom Shadow Layers

In the illustration above, Light `A` does not affect Sphere `C`, and the Sphere does not cast shadow from Light `A`.

The **Custom Shadow Layers** property lets you configure the scene so that Sphere `C` casts the shadow from Light `A`.

1. Select Light `A`.

2. In **Light > Shadows**, select the **Custom Shadow Layers** property. Unity shows the **Layer** property.

3. In the **Layer** property, select the Rendering Layer that Sphere C belongs to.

Now Light `A` does not affect Sphere `C`, but Sphere `C` casts shadow from Light `A`.

The following illustrations show the scene with the **Custom Shadow Layers** property off and on.


**Custom Shadow Layers property off:**
![](/api/media?file=/engine/6000.7/media/images/custom-shadow-layers-off.png)


**Custom Shadow Layers property on:**
![](/api/media?file=/engine/6000.7/media/images/custom-shadow-layers-on.png)

## Additional resources

* [`RenderingLayerMask` API](/engine/6000.7/script-reference/unityengine/renderinglayermask.md)
