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DOCG_1014: Update URP Lighting Docs
Updates the URP docs related to lighting Adds missing properties to reference tables in the URP docs
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Packages/com.unity.render-pipelines.universal/Documentation~/TableOfContents.md

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* [Rendering](rendering-in-universalrp.md)
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* [Rendering Layers](features/rendering-layers.md)
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* [Lighting](lighting.md)
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* [Lighting in URP](lighting/lighting-in-urp.md)
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* [Light component reference](light-component.md)
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* [Lighting Mode](urp-lighting-mode.md)
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* [View and control a light from its perspective](lights-placement-tool.md)
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* [The Universal Additional Light Data component](universal-additional-light-data.md)
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* [Lighting Mode](urp-lighting-mode.md)
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* [Shadows in the Universal Render Pipeline](Shadows-in-URP.md)
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* [Reflection probes](lighting/reflection-probes.md)
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* [View and control a light from its perspective](lights-placement-tool.md)
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* [Adaptive Probe Volumes (APV)](probevolumes.md)
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* [Understanding Adaptive Probe Volumes](probevolumes-concept.md)
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* [Use Adaptive Probe Volumes](probevolumes-use.md)
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* [Display Adaptive Probe Volumes](probevolumes-showandadjust.md)
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* [Configure the size and density of Adaptive Probe Volumes](probevolumes-changedensity.md)
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* [Bake multiple scenes together with Baking Sets](probevolumes-usebakingsets.md)
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* [Changing lighting at runtime](probe-volumes-change-lighting-at-runtime.md)
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* [Choose how to change lighting at runtime](probevolumes-understand-changing-lighting-at-runtime.md)
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* [Bake different lighting setups with Lighting Scenarios](probevolumes-bakedifferentlightingsetups.md)
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* [Update light from the sky at runtime with sky occlusion](probevolumes-skyocclusion.md)
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* [Choose how to change lighting at runtime](probevolumes-understand-changing-lighting-at-runtime.md)
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* [Bake different lighting setups with Lighting Scenarios](probevolumes-bakedifferentlightingsetups.md)
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* [Update light from the sky at runtime with sky occlusion](probevolumes-skyocclusion.md)
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* [Streaming](probevolumes-streaming.md)
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* [Fix issues with Adaptive Probe Volumes](probevolumes-fixissues.md)
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* [Adaptive Probe Volume Inspector window reference](probevolumes-inspector-reference.md)
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* [Adaptive Probe Volumes panel reference](probevolumes-lighting-panel-reference.md)
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* [Probe Volumes Options Override reference](probevolumes-options-override-reference.md)
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* [Probe Adjustment Volume component reference](probevolumes-adjustment-volume-component-reference.md)
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* [Reflection probes](lighting/reflection-probes.md)
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* [Lens flares](shared/lens-flare/lens-flare.md)
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* [Choose a lens flare type](shared/lens-flare/choose-a-lens-flare-type.md)
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* [Add lens flares](shared/lens-flare/lens-flare-component.md)

Packages/com.unity.render-pipelines.universal/Documentation~/light-component.md

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The Light Inspector includes the following groups of properties:
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![](Images/Inspectors/light-inspector.png)
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* [General](#General)
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* [Shape](#Shape)
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* [Emission](#Emission)
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| Property:| Function: |
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|:---|:---|
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| **Type**| The current type of light. Possible values are **Directional**, **Point**, **Spot** and **Area**.|
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| **Mode**| Specify the [Light Mode](https://docs.unity3d.com/Manual/LightModes.html) used to determine if and how a light is "baked". Possible modes are **Realtime**, **Mixed** and **Baked**.|
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| **Mode**| Specify the [Light Mode](https://docs.unity3d.com/Manual/LightModes.html) used to determine if and how a light is "baked".<br/><br/>Options:<ul><li>**Realtime**</li><li>**Mixed**</li><li>**Baked**</li></ul><br/>**Note**: If **Type** is set to **Area**, this property is automatically set to **Baked**. |
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| **Rendering Layers** | Set which rendering layers the light applies to.<br/><br/>**Note**: This property is only available if **Mode** is set to **Realtime** or **Mixed**. |
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### <a name="Shape"></a>Shape
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| Property:| Function: |
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|:---|:---|
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| **Spot Angle**| Define the angle (in degrees) at the base of a spot light’s cone (**Spot** light only). |
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| **Inner/Outer Spot Angle**| The inner and outer angles (in degrees) at the base of a spot light’s cone (**Spot** light only). |
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| **Shape** | The shape of the area light.<br/><br/>Available options:<ul><li>**Rectangle**</li><li>**Disc**</li></ul> |
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| &#160;&#160;&#160;&#160;**Width** | The width of the area light.<br/><br/>**Note**: This property is only available if **Shape** is set to **Rectangle**. |
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| &#160;&#160;&#160;&#160;**Height** | The height of the area light.<br/><br/>**Note**: This property is only available if **Shape** is set to **Rectangle**. |
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| &#160;&#160;&#160;&#160;**Radius** | The radius of the area light<br/><br/>**Note**: This property is only available if **Shape** is set to **Disc**. |
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### <a name="Emission"></a>Emission
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| Property:| Function: |
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|:---|:---|
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| **Color**| Use the color picker to set the color of the emitted light. |
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| **Light Appearance** | |
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| &#160;&#160;&#160;&#160;**Color**| The color of the emitted light. Set this property with the color slider.<br/><br/>**Note**: This property is only available if **Light Apperance** is set to **Color**. |
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| &#160;&#160;&#160;&#160;**Filter**| The color of the tint for the light source. Set this property with the color slider.<br/><br/>**Note**: This property is only available if **Light Apperance** is set to **Filter and Temperature**. |
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| &#160;&#160;&#160;&#160;**Temperature**| The temperature (in Kelvin) of the light. Set this property with the slider or enter a specific value.<br/><br/>**Note**: This property is only available if **Light Apperance** is set to **Filter and Temperature**. |
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| **Intensity**| Set the brightness of the light. The default value for a **Directional** light is 0.5. The default value for a **Point**, **Spot** or **Area** light is 1. |
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| **Indirect Multiplier**| Use this value to vary the intensity of indirect light. Indirect light is light that has bounced from one object to another. The **Indirect Multiplier** defines the brightness of bounced light calculated by the global illumination (GI) system. If you set **Indirect Multiplier** to a value lower than **1,** the bounced light becomes dimmer with every bounce. A value higher than **1** makes light brighter with each bounce. This is useful, for example, when a dark surface in shadow (such as the interior of a cave) needs to be brighter in order to make detail visible. |
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| **Range**| Define how far the light emitted from the center of the object travels (**Point** and **Spot** lights only). |
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| **Cookie** | The RGB texture this Light projects into the scene. Use cookies to create silhouettes or patterned illumination. The texture format to use depends on the type of Light:<br/> &#8226; Directional: 2D texture<br/> &#8226; Spot: 2D texture<br/> &#8226; Point: [cubemap texture](https://docs.unity3d.com/Manual/class-Cubemap.html)<br/><br/>**Note**: URP doesn't support light cookies for Area lights.<br/><br/>For more information about light cookies, refer to [Cookies](https://docs.unity3d.com/Manual/Cookies.html). |
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| &nbsp;&nbsp;**Cookie Size** | The per-axis scale Unity applies to the cookie texture. Use this property to set the size of the cookie.<br/><br/>This property is available only if you set **Type** to **Directional** and assign a texture to **Cookie**. |
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| &nbsp;&nbsp;**Cookie Offset** | The per-axis offset Unity applies to the cookie texture. Use this property to move the cookie without moving the light itself. You can also animate this property to scroll the cookie. <br/><br/>This property is available only if you set **Type** to **Directional** and assign a texture to **Cookie**. |
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| &nbsp;&nbsp;**Cookie Size** | The per-axis scale Unity applies to the cookie texture. Use this property to set the size of the cookie.<br/><br/>**Note**: This property is available only if you set **Type** to **Directional** and assign a texture to **Cookie**. |
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| &nbsp;&nbsp;**Cookie Offset** | The per-axis offset Unity applies to the cookie texture. Use this property to move the cookie without moving the light itself. You can also animate this property to scroll the cookie. <br/><br/>**Note**: This property is available only if you set **Type** to **Directional** and assign a texture to **Cookie**. |
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## <a name="Rendering"></a>Rendering
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| Property:| Function: |
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| **Shadow Type**| Determine whether this Light casts Hard Shadows, Soft Shadows, or no shadows at all. For information on hard and soft shadows, refer to documentation on [Lights](https://docs.unity3d.com/Manual/class-Light.html). |
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|&nbsp;&nbsp;&nbsp;&nbsp;Baked Shadow Angle| If **Type** is set to **Directional** and **Shadow Type** is set to **Soft Shadows**, this property adds some artificial softening to the edges of shadows and gives them a more natural look. |
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|&nbsp;&nbsp;&nbsp;&nbsp;Baked Shadow Radius| If **Type** is set to **Point** or **Spot** and **Shadow Type** is set to **Soft Shadows**, this property adds some artificial softening to the edges of shadows and gives them a more natural look. |
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|&nbsp;&nbsp;&nbsp;&nbsp;**Baked Shadow Angle** | If **Type** is set to **Directional** and **Shadow Type** is set to **Soft Shadows**, this property adds some artificial softening to the edges of shadows and gives them a more natural look.<br/><br/>**Note**: This property is only available if **Mode** is set to **Mixed** or **Baked**. |
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|&nbsp;&nbsp;&nbsp;&nbsp;**Baked Shadow Radius** | If **Type** is set to **Point** or **Spot** and **Shadow Type** is set to **Soft Shadows**, this property adds some artificial softening to the edges of shadows and gives them a more natural look.<br/><br/>**Note**: This property is only available if **Mode** is set to **Mixed** or **Baked**. |
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|&nbsp;&nbsp;&nbsp;&nbsp;Realtime Shadows| These properties are available when **Shadow Type** is set to **Hard Shadows** or **Soft Shadows**. Use these properties to control real-time shadow rendering settings. |
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|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Strength| Use the slider to control how dark the shadows cast by this Light are, represented by a value between 0 and 1. This is set to 1 by default. |
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|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Bias| Controls whether to use shadow bias settings from the URP Asset, or whether to define custom shadow bias settings for this Light. Possible values are **Use Pipeline Settings** or **Custom**.|
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|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Depth| Controls the distance at which the shadows will be pushed away from the light. Useful for avoiding false self-shadowing artifacts. This property is visible only when **Bias** is set to **Custom**.|
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|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Normal| Controls the distance at which the shadow casting surfaces will be shrunk along the surface normal. Useful for avoiding false self-shadowing artifacts. This property is visible only when **Bias** is set to **Custom**.|
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|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Near Plane| Use the slider to control the value for the near clip plane when rendering shadows, defined as a value between 0.1 and 10. This value is clamped to 0.1 units or 1% of the light’s **Range** property, whichever is lower. This is set to 0.2 by default. |
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|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Soft&nbsp;Shadows&nbsp;Quality | Select the soft shadows quality. With the **Use Pipeline Settings** option selected Unity uses the value from the URP Asset. Options **Low**, **Medium**, and **High** let you specify the soft shadow quality value for this Light. For more information on the values, refer to the [Soft Shadows](universalrp-asset.md#soft-shadows) section. |
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|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;**Strength**| Use the slider to control how dark the shadows cast by this Light are, represented by a value between 0 and 1. This is set to 1 by default. |
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|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;**Bias**| Controls whether to use shadow bias settings from the URP Asset, or whether to define custom shadow bias settings for this Light. Possible values are **Use Pipeline Settings** or **Custom**.|
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|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;**Depth**| Controls the distance at which the shadows will be pushed away from the light. Useful for avoiding false self-shadowing artifacts. This property is visible only when **Bias** is set to **Custom**.|
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|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;**Normal**| Controls the distance at which the shadow casting surfaces will be shrunk along the surface normal. Useful for avoiding false self-shadowing artifacts. This property is visible only when **Bias** is set to **Custom**.|
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|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;**Near Plane**| Use the slider to control the value for the near clip plane when rendering shadows, defined as a value between 0.1 and 10. This value is clamped to 0.1 units or 1% of the light’s **Range** property, whichever is lower. This is set to 0.2 by default. |
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|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;**Soft**&nbsp;**Shadows**&nbsp;**Quality** | Select the soft shadows quality. With the **Use Pipeline Settings** option selected Unity uses the value from the URP Asset. Options **Low**, **Medium**, and **High** let you specify the soft shadow quality value for this Light. For more information on the values, refer to the [Soft Shadows](universalrp-asset.md#soft-shadows) section. |
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|&nbsp;&nbsp;&nbsp;&nbsp;**Custom Shadow Layers** | Enable to specify the layer for shadows from the light separately to the layer for the light itself.<br/><br/>**Note**: This property is only available if **Mode** is set to **Mixed** or **Baked**, and **Shadow Type** is set to **Hard Shadows** or **Soft Shadows**. |
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|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;**Layer** | The layer for shadows from the light. |
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## Preset
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Packages/com.unity.render-pipelines.universal/Documentation~/lighting.md

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Using the Universal Render Pipeline (URP), you can achieve realistic lighting that is suitable for a range of art styles.
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All of Unity's render pipelines share common lighting functionality, but each render pipeline has some important differences.
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Areas where the Universal Render Pipeline (URP) differs from Unity's common lighting functionality are:
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* The [Light component inspector](light-component.md), which displays some URP-specific controls.
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* The [Universal Additional Light Data](universal-additional-light-data.md) component, which allows Unity to store Light-related data that is specific to URP.
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* Enlighten Realtime Global Illumination is supported in URP from version 12. For more information, refer to [Realtime Global Illumination using Enlighten](https://docs.unity3d.com/Manual/realtime-gi-using-enlighten.html).
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For a full comparison of lighting features between Unity's Built-in Render Pipeline and URP, and an up to date list of lighting features that are currently under research, check the [feature comparison chart](universalrp-builtin-feature-comparison.md).
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For a general introduction to lighting in Unity and examples of common lighting workflows, refer to the [Lighting section of the Unity Manual](https://docs.unity3d.com/Manual/LightingOverview.html).
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| Page | Description |
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|-|-|
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| [Lighting in URP](lighting/lighting-in-urp.md) | Understand the differences between Unity's common lighting functionality and the lighting functionality in URP.|
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| [Light component reference](light-component.md) | Understand how each lighting property works in URP. |
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| [The Universal Additional Light Data component](universal-additional-light-data.md) | Use the Universal Additional Light Data component to override lighting settings in URP. |
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| [Lighting Mode](urp-lighting-mode.md) | Understand which lighting modes URP supports. |
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| [Shadows in the URP](Shadows-in-URP.md) | How to work with shadows in URP. |
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| [Reflection Probes](lighting/reflection-probes.md) | Configure the URP-specific behavior of Reflection Probes. |
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| [View and control a light from its perspective](lights-placement-tool.md) | Use the Light Placement Tool to view a Scene from a light source's perspective. |
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| [Adaptive Probe Volumes (APV)](probevolumes.md) | Understand how to use Adaptive Probe Volumes in URP. |
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| [Lens flares](shared/lens-flare/lens-flare.md) | Understand how to use lens flares in URP. |
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## Configure lighting for better performance
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# Lighting in the Universal Render Pipeline
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All of Unity's render pipelines share common lighting functionality, but each render pipeline has some important differences.
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Areas where the Universal Render Pipeline (URP) differs from Unity's common lighting functionality are:
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* The [Light component inspector](light-component.md), which displays some URP-specific controls.
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* The [Universal Additional Light Data](universal-additional-light-data.md) component, which allows Unity to store Light-related data that is specific to URP.
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For a full comparison of lighting features between Unity's Built-in Render Pipeline and URP, and an up to date list of lighting features that are currently under research, check the [Render pipeline feature comparison](https://docs.unity3d.com/Manual/render-pipelines-feature-comparison.html).
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For a general introduction to lighting in Unity and examples of common lighting workflows, refer to the [Lighting section of the Unity Manual](https://docs.unity3d.com/Manual/LightingOverview.html).

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