Explore the properties and options you can use to customize the appearance and behavior of 2D lights in 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).
For more information about types of 2D light, refer to Prepare your project for 2D lighting.
| Property | Description |
|---|---|
| Light Type | Sets the type of the 2D light. The options are:
|
| Color | Sets the color of the light. To select a color, select the swatch or the dropper. |
| Intensity | Set the brightness of the light. The default value is 1. If you set the value above 1, lights with a Blend Style of Multiply or Multiply with Mask (R) will brighten spritesA 2D graphic objects. If you are used to working in 3D, Sprites are essentially just standard textures but there are special techniques for combining and managing sprite textures for efficiency and convenience during development. More info See in Glossary beyond their original color. For more information, refer to Configure a 2D light. |
| Target sorting layers | Sets the sorting layers that this light affects. For more information, refer to 2D renderer sorting. |
These properties are available only if you set Light Type to Spot.
| Property | Sub-property | Description |
|---|---|---|
| Radius | N/A | Sets the boundaries of the spot light. |
| N/A | Inner | Sets the radius inside which the light has maximum intensity. |
| N/A | Outer | Sets the radius where the light stops. The light intensity decreases between the inner and outer radius. |
| Inner / Outer Spot Angle | N/A | Set the angles of the light. Light within the inner and outer angles has the intensity specified by the Radius values. |
| Falloff Strength | N/A | Adjusts how quickly the light intensity decreases from the inner angle to the outer angle. |
These properties are available only if you set Light Type to Freeform.
| Property | Description |
|---|---|
| Falloff | Sets the falloff area of this light. The higher the falloff value, the larger area the falloff spans. |
| Falloff Strength | Sets how quickly the light intensity decreases. The higher the falloff strength, the softer the edge of the light. |
| Edit Shape | Edits the shape of the light in the 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 view. |
| Position | Sets the position of the selected point in the Scene viewAn interactive view into the world you are creating. You use the Scene View to select and position scenery, characters, cameras, lights, and all other types of Game Object. More info See in Glossary. This property is only available when you select a point in the Scene view while in Edit Shape mode. |
In Edit Shape mode, do the following:
These properties are available only if you set Light Type to Sprite.
| Property | Description |
|---|---|
| Sprite | Selects the sprite asset that defines the shape of the light. |
| Property | Description |
|---|---|
| Blend Style | Sets the method Unity uses to blend the light with the background. The default options are:
For more information, refer to Blend Modes and Add a mask map or normal map to a sprite. |
| Light Order | Sets the order Unity renders this light relative to other lights on the same sorting layer. Unity renders lights in numerical order. You can use negative values. This has the most effect on the appearance of blended Lights when you set Overlap Operation to Alpha Blend. This property has no effect if you set Light Type to Global. |
| Overlap Operation | Selects the method Unity uses to blend this light with other lights when they overlap. The options are:
|
These properties aren’t available if you set Light Type to Global.
To enable the properties in this section, enable the Shadows checkbox.
| Property | Description |
|---|---|
| Strength | Sets the amount of light that 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 with Shadow Caster 2D components block. The value ranges from 0 to 1, where 0 means no light is blocked and 1 means all light is blocked. |
| Softness | Sets the softness of the edge of the shadow. |
| Falloff Strength | Sets how quickly the shadow intensity decreases. The higher the value, the softer the edge of the shadow. |
These properties aren’t available if you set Light Type to Global.
To enable the properties in this section, enable the Volumetric checkbox.
| Property | Description |
|---|---|
| Volumetric Intensity | Sets the strength of the light in empty space. The value ranges from 0 to 1, where 0 means the light is invisible in empty space and 1 means the light is fully visible in empty space. |
| Volumetric Shadow Strength | Sets the amount of volumetric light that GameObjects with Shadow Caster 2D components block. The value ranges from 0 to 1, where 0 means no volumetric light is blocked and 1 means all volumetric light is blocked. |
These properties aren’t available if you set Light Type to Global.
| Property | Description |
|---|---|
| Normal Map Quality | Sets how accurately Unity calculates light when you use a normal map. The options are:
|
| Normal MapA type of Bump Map texture that allows you to add surface detail such as bumps, grooves, and scratches to a model which catch the light as if they are represented by real geometry. See in Glossary Distance |
Sets the distance between the light and the lit sprite, without moving the light or changing its intensity. For more information, refer to Add a normal map or a mask map to a sprite. |