Version: Unity 6.0 (6000.0)
Language : English
Reflection Probe Inspector window reference
Introduction to lighting in the Universal Render Pipeline

Lighting in URP

Using the Universal Render Pipeline (URP), you can achieve realistic lighting that is suitable for a range of art styles.

Page Description
Lighting in URP Understand the lighting settings and properties that are specific to URP.
Light limits in URP Understand the number of lights URP can render per-object and per-camera, and how to render more lights.
View and control a light from its perspective Use the Light Placement Tool to view a scene from a light source’s perspective.
ShadowsA UI component that adds a simple outline effect to graphic components such as Text or Image. It must be on the same GameObject as the graphic component. More info
See in Glossary
Resources for configuring and troubleshooting shadows in URP.
Reflections Configure the URP-specific behavior of Reflection Probes.
Adaptive Probe Volumes (APV) Approaches and resources for using Adaptive Probe Volumes to provide higher quality, more accurate lighting.
Rendering LayersA layer that defines how specific effects are applied across different objects. Rendering layers don’t define draw order. They’re selection groups you assign objects to. Rendering layers let lights, decals, shadows, and custom passes include or ignore specific objects.
See in Glossary
Resources for configuring certain Lights or Decals to affect only specific GameObjects.
Universal Additional Light Data component in URP Understand how the Universal Additional Light Data component allows URP to extend and override the functionality of Light components.
Light component Inspector window reference Explore the properties and settings in the Light component Inspector window to customize settings specific to URP.
Custom lighting in URP Implement custom lighting models to have more control over the visual style and achieve better performance.

Additional resources

Reflection Probe Inspector window reference
Introduction to lighting in the Universal Render Pipeline