Explore the properties and settings you can use to change how 2D lights apply to 2D 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 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).
| Property | Description |
|---|---|
| Layer MaskA value defining which layers to include or exclude from an operation, such as rendering, collision or your own code. More info See in Glossary |
Sets the layers that 2D GameObjects must be assigned to in order to be rendered. For more information, refer to Tags and layers. |
| Property | Description |
|---|---|
| Transparency Sort Mode | Sets the method Unity uses to calculate the depth of 2D GameObjects for sorting. This property has transparency in its name because Unity renders 2D objects during the transparent render pass. For more information, refer to Sort sprites. The options are:
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| Transparency Sort Axis | Sets the axis Unity uses to calculate the depth of 2D GameObjects. For example, if you set the Y value to 1, Unity renders a GameObject behind another if it’s higher up the screen. This property is available only if you set Transparency Sort Mode to Custom Axis. |
| Default Material Type | Sets the material Unity assigns to new sprites. The options are:
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| Default Custom Material | Sets the custom material Unity assigns to new 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. This property is available only if you set Default Material Type to Custom. |
| Depth/Stencil BufferA memory store that holds an 8-bit per-pixel value. In Unity, you can use a stencil buffer to flag pixels, and then only render to pixels that pass the stencil operation. More info See in Glossary |
Enables Unity rendering to the depth/stencil buffer. Disabling this property can improve performance, especially on mobile platforms. Only disable this setting if you don’t use features that require the depth/stencil buffer, for example masking sprites. |
| HDRhigh dynamic range See in Glossary Emulation Scale |
Sets the multiplier that Unity uses to emulate high-intensity lights on platforms that don’t support HDR. For more information, refer to HDR emulation scale. |
The properties in this section let you control the textures Unity renders lights to before it renders 2D GameObjects. For more information, refer to Introduction to the 2D lighting system in URP.
| Property | Description |
|---|---|
| Render Scale | Sets the resolution of light textures as a percentage of the screen resolution. The default is 0.5. |
| Max Light Render TexturesA 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 See in Glossary |
Sets the maximum number of light textures Unity creates and uses at one time. The default is 4. For more information, refer to Optimize 2D lights. |
| Max Shadow Render Textures | Sets the maximum number of shadow textures Unity creates and uses at one time. The default is 1. |
The properties in this section let you customize the Blend Style property of a 2D light component. Each section corresponds to an option in the Blend Style property.
When you create a light, it automatically uses the first blend style.
| Property | Description |
|---|---|
| Name | Sets the name of the blend style. |
| Mask Texture Channel | Sets the channel of the mask map of the sprite that determines which areas receive light. The options are:
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| Blend Mode | Sets the blend mode that the blend style uses. The options are:
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The properties in this section let you capture the cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary color buffer after Unity renders a certain number of sorting layers, so you can use it in a custom shaderA program that runs on the GPU. More info
See in Glossary. For more information, refer to Sprites sorting order.
| Property | Description |
|---|---|
| Foremost Sorting Layer | Sets the last sorting layer Unity includes when it captures the camera color buffer and stores it in a CameraSortingLayerTexture shader variable. Select Disabled to prevent Unity capturing the camera color buffer. |
| Downsampling method | Reduces the resolution of the CameraSortingLayerTexture texture. The options are:
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| Property | Description |
|---|---|
| Enabled | Enables post-processingA process that improves product visuals by applying filters and effects before the image appears on screen. You can use post-processing effects to simulate physical camera and film properties, for example Bloom and Depth of Field. More info post processing, postprocessing, postprocess See in Glossary effects in your 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. If disabled, Unity excludes post-processing renderer passes, shaders, and textures from the build. For more information, refer to Post-processing in URP. |