# Enable shadows

> Configure settings for real-time and baked shadows for each Light component.

Each Light in a scene can cast the following types of shadows:

* [Real-time shadows](/engine/6000.7/manual/lighting-overview/shadows/shadow-realtime.md). Unity stores the shadows cast from each Light in [shadow map textures](/engine/6000.7/manual/lighting-overview/shadows/shadow-realtime/shadow-mapping.md). The textures update each frame; shadows move when the lights move.
* Baked shadows. The Unity [lightmapper](/engine/6000.7/manual/lighting-overview/direct-and-indirect-lighting/lightmapping/baking-before-runtime/lightmappers.md) stores the shadows received by each GameObject in static lightmap textures, shadow mask textures, or Light Probes. Shadows don't move when the lights move.

To configure which type of shadows a Light casts, use the Inspector window of the [Light component](/engine/6000.7/manual/lighting-overview/lighting-birp/class-light.md). For more information, refer to the following:

* [Setting a light as real-time or baked](/engine/6000.7/manual/lighting-overview/lighting-light-sources/components/configuring/light-modes.md).
* [Lighting Mode](/engine/6000.7/manual/lighting-overview/lighting-light-sources/components/configuring/lighting-mode/lighting-mode.md), if you set the Editor of a Light to Mixed.

## Set a GameObject to receive shadows

GameObjects receive real-time shadows by default.

To set a static GameObject so it receives shadows from baked shadows, follow these steps:

1. Select the GameObject.
2. In the Inspector window, in the [Mesh Renderer](/engine/6000.7/manual/assets-and-media/asset-types/mesh/components-reference/class-mesh-renderer.md) component, enable **Contribute Global Illumination**.
3. Set **Receive Global Illumination** to **Lightmaps**.

## Set a GameObject to shadow other GameObjects

Follow these steps:

1. Select the GameObject.
2. In the [Mesh Renderer](/engine/6000.7/manual/assets-and-media/asset-types/mesh/components-reference/class-mesh-renderer.md) component of the Inspector window, set **Cast shadows** to **On**.

## Configure shadows

To configure shadows for your whole project or a specific scene, refer to the following:

* [Lighting window reference](/engine/6000.7/manual/lighting-overview/lighting-reference/lighting-window.md)
* [Graphics settings](/engine/6000.7/manual/unity-editor/editor-settings-reference/comp-manager-group/class-graphics-settings.md)
* [Universal Render Pipeline (URP) asset reference](/engine/6000.7/manual/render-pipelines/universal-render-pipeline/urp-reference/universalrp-asset.md)
* [Universal Renderer asset](/engine/6000.7/manual/render-pipelines/universal-render-pipeline/urp-reference/urp-universal-renderer.md)

## Additional resources

* [Shadows in URP](/engine/6000.7/manual/lighting-overview/lighting/shadows-in-urp.md)
* [Shadows in the High Definition Render Pipeline (HDRP)](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@17.3/manual/shadows.html)
* [Use shadows in a custom URP shader](/engine/6000.7/manual/materials-and-shaders/shaders/writing-custom-shaders-urp/use-built-in-shader-methods/shadows.md)
