This page introduces you to how lighting works in Unity.
Lighting in Unity works by approximating how light behaves in the real world. Unity uses detailed models of how light works for a more realistic result, or simplified models for a more stylized result.
Direct light is light that is emitted, hits a surface once, and is then reflected directly into a sensor (for example, the eye’s retina or a camera). Indirect light is all other light that is ultimately reflected into a sensor, including light that hits surfaces several times, and sky light. To achieve realistic lighting results, you need to simulate both direct and indirect light.
Unity can calculate direct lighting, indirect lighting, or both direct and indirect lighting. The lighting techniques that Unity uses depends on how you configure your Project.
Real-time lighting is when Unity calculates lighting at runtime. Baked lighting is when Unity performs lighting calculations in advance and saves the results as lighting data, which is then applied at runtime. In Unity, your Project can use real-time lighting, baked lighting, or a mix of the two (called mixed lighting).
For information on configuring Light components to contribute real-time, baked, or mixed lighting, see Light ModesA Light property that defines the use of the Light. Can be set to Realtime, Baked and Mixed. More info
See in Glossary.
Global illumination is a group of techniques that model both direct and indirect lighting to provide realistic lighting results. Unity has two global illuminationA group of techniques that model both direct and indirect lighting to provide realistic lighting results. Unity has two global illumination systems that combine direct and indirect lighting.: Baked Global Illumination, and Realtime Global Illumination.
See in Glossary systems, which combine direct and indirect lighting.
The Baked Global Illumination system comprises lightmapping, Light ProbesLight probes store information about how light passes through space in your scene. A collection of light probes arranged within a given space can improve lighting on moving objects and static LOD scenery within that space. More info
See in Glossary, and Reflection ProbesA rendering component that captures a spherical view of its surroundings in all directions, rather like a camera. The captured image is then stored as a Cubemap that can be used by objects with reflective materials. More info
See in Glossary. All render pipelines support the Baked Global Illumination system. Render pipeline support for each feature in the Baked Global Illumination system is indicated in the documentation for that feature.
The Realtime Global Illumination system comprises Realtime Global Illumination using Enlighten, and adds additional functionality to Light Probes. The Built-in Render Pipeline supports Realtime Global Illumination. The High Definition Render Pipeline (HDRP) and the Universal Render Pipeline (URP) do not support the Realtime Global Illumination system.
See the HDRP and URP documentation for compatibility information specific to scriptable render pipelines. Unless otherwise specified, the Built-In Render Pipeline supports all features described in this article.