This page describes the behavior of all Mixed LightsLight components whose Mode property is set to Mixed. Some calculations for Mixed Lights are performed in advance, and some calculations for Mixed Lights are performed at runtime. The behavior of all Mixed Lights in a Scene is determined by the Scene’s Lighting Mode. More info
See in Glossary in a SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary, when that Scene uses a Lighting Settings Asset with its Lighting Mode property set to Shadowmask.
Similar to Baked Indirect Lighting Mode, Shadowmask Lighting Mode combines real-time direct lighting with baked indirect lighting. However, Shadowmask Lighting Mode differs from Baked Indirect Lighting Mode in the way that it renders shadows. Shadowmask Lighting Mode allows Unity to combine baked and real-time shadows at runtime, and to render shadows in the far distance. It does this by using an additional lightmapA pre-rendered texture that contains the effects of light sources on static objects in the scene. Lightmaps are overlaid on top of scene geometry to create the effect of lighting. More info
See in Glossary Texture known as a shadow mask, and by storing additional information in 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.
Shadowmask Lighting Mode provides the highest fidelity shadows among all the Lighting Modes, but has the highest performance cost and memory requirements. It is suitable for rendering realistic scenes where distant GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary are visible, such as open worlds, on high-end or mid-range hardware.
See render pipeline feature comparison for more information about support for Shadowmask Lighting Mode across render pipelinesA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info
See in Glossary.
Shadowmask Lighting Mode has these quality settings:
When you set a Scene’s Lighting Mode to Shadowmask and your Project uses the Distance Shadowmask quality setting, Mixed Lights behave as follows.
When you set a Scene’s Lighting Mode to Shadowmask and your Project uses the Shadowmask quality setting, Mixed Lights behave as follows.
In the Built-in Render Pipeline:
In HDRP:
Follow the instructions in the HDRP Shadowmask Lighting Mode documentation.
You can use the Shadow Distance property to limit the distance up to which Unity draws real-time shadows.
At runtime, Unity uses the shadow mask to determine whether a pixelThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info
See in Glossary is in shadow or not. The shadow mask Texture contains occlusion information about baked lightsLight components whose Mode property is set to Baked. Unity pre-calculates the illumination from Baked Lights before runtime, and does not include them in any runtime lighting calculations. More info
See in Glossary. It shares the same UV layout and resolution with its corresponding lightmap. It contains occlusion information for up to four lights per texel, stored in RGBA format.
If more than four lights overlap, any additional lights fall back to Baked Lighting. The baking system determines which lights fall back to Baked Lighting, and this stays consistent across bakes, unless you modify one of the overlapping lights. Light Probes also receive the same information for up to four lights.
Unity computes light overlapping independently of shadow receiving objects. So, an object can get the influence of ten different mixed lights all from the same Shadowmask/Probe channel, as long as those light bounding volumesA closed shape representing the edges and faces of a collider or trigger. More info
See in Glossary don’t overlap at any point in space. If some lights overlap then Unity uses more channels. And, if a light does overlap while all four channels are already in use, that light falls back to fully baked.