To set up lighting in Unity, follow these steps:
Important: The Built-In Render Pipeline is deprecated and will be made obsolete in a future release.
It remains supported, including bug fixes and maintenance, through the full Unity 6.7 LTS lifecycle.
For more information on migration, refer to Migrating from the Built-In Render Pipeline to the Universal Render Pipeline and Render pipeline feature comparison.
Unity provides render pipelines that differ in customization and lighting features:
For more information on render pipeline selection, refer to choose a render pipeline.
Choose baked GI, realtime GI, mixed baked and realtime GI, or opt for no GI.
For more information, refer to Lighting Settings Asset Inspector window reference
Choose one of the following Lighting Modes:
For more information, refer to Lighting Mode.
To fine-tune your scene lighting, follow these tasks based on project requirements:
Optionally configure emissive surfaces with Baked GI or Realtime GI.
Add baked, realtime, or custom 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.
If a GI mode is set, add 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 can also add Light Probe Proxy Volumes (LPPVs).
To find, inspect, and batch-edit lighting objects across your scene, use Lighting Search.