A Lighting Scenario contains the baked lighting data for 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 or Baking Set. You can bake different lighting setups into different Lighting Scenario assets, and change which one the Universal Render PipelineA 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 (URP) uses at runtime.
For example, you can create one Lighting Scenario with the lights on, and another Lighting Scenario with the lights off. At runtime, you can enable the second Lighting Scenario when the player turns the lights off.
To use Lighting Scenarios, go to the active URP Asset and enable Lighting > Light Probe Lighting > Lighting Scenarios.
To create a new Lighting Scenario so you can store baking results inside, do the following:
To bake into a Lighting Scenario, follow these steps:
You can set which Lighting Scenario URP uses at runtime using the ProbeReferenceVolume API.
If you change the active Lighting Scenarios at runtime, URP changes only the indirect lighting data in the 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. You might still need to use scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
See in Glossary to move geometry, modify lights or change direct lighting.
To enable blending between Lighting Scenarios, go to the active URP Asset and enable Light Probe Lighting > Scenario Blending.
You can blend between Lighting Scenarios at runtime using the BlendLightingScenario API.
For example, the following script does the following:
scenario01
as the active Lighting Scenario.scenario01
and scenario02
.using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BlendLightingScenarios : MonoBehaviour
{
UnityEngine.Rendering.ProbeReferenceVolume probeRefVolume;
public string scenario01 = "Scenario01Name";
public string scenario02 = "Scenario02Name";
[Range(0, 1)] public float blendingFactor = 0.5f;
[Min(1)] public int numberOfCellsBlendedPerFrame = 10;
void Start()
{
probeRefVolume = UnityEngine.Rendering.ProbeReferenceVolume.instance;
probeRefVolume.lightingScenario = scenario01;
probeRefVolume.numberOfCellsBlendedPerFrame = numberOfCellsBlendedPerFrame;
}
void Update()
{
probeRefVolume.BlendLightingScenario(scenario02, blendingFactor);
}
}
You can use the Rendering Debugger to preview transitions between Lighting Scenarios. Follow these steps:
If you move static geometry between bakes, Light Probe positions might be different. This means you can’t blend between Lighting Scenarios, because the number of Light Probes and their positions must be the same in each Lighting Scenario you blend between.
To avoid this, you can prevent URP recomputing probe positions when you bake. Follow these steps:
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