Version: Unity 6.7 Alpha (6000.7)
Language : English
Add a normal map or a mask map to a sprite in URP
Shadows from 2D lights

Blend 2D lights

Change how a 2D light interacts with 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
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and other 2D lights.

Configure how Unity blends light with GameObjects

To configure how Unity blends 2D light with the colors of 2D GameObjects, set the Blend Style property of the 2D light.

Note: Each different blend style you use creates a new light render textureA special type of Texture that is created and updated at runtime. To use them, first create a new Render Texture and designate one of your Cameras to render into it. Then you can use the Render Texture in a Material just like a regular Texture. More info
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, which can reduce performance. The best practice is to use only one or two different blend styles 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
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.

A multi-colored Unity logo, with versions where Blend Style is set to Multiply and Additive.
A multi-colored Unity logo, with versions where Blend Style is set to Multiply and Additive.

Blend overlapping lights

By default, when lights overlap, Unity blends them together by adding the colors together.

To change the amount of blending, set Overlap Operation to Alpha Blend and use the alpha value of the Color property to set the blend amount.

If you set the alpha value to 0, Unity doesn’t blend the lights, so one completely overlaps the other. To control which light appears in front, use the Light Order property.

Overlapping red and blue lights with Overlap Operation set to Additive. The lights blend to magenta where they overlap.
Overlapping red and blue lights with Overlap Operation set to Additive. The lights blend to magenta where they overlap.
The same lights with Overlap Operation set to Alpha Blend and the alpha value set to 0. The red light masks the areas of the blue light it overlaps.
The same lights with Overlap Operation set to Alpha Blend and the alpha value set to 0. The red light masks the areas of the blue light it overlaps.

Additional resources

Add a normal map or a mask map to a sprite in URP
Shadows from 2D lights