Strategies for creating glowing halos around light sources, to give the impression of small dust particlesA small, simple image or mesh that is emitted by a particle system. A particle system can display and move particles in great numbers to represent a fluid or amorphous entity. The effect of all the particles together creates the impression of the complete entity, such as smoke. More info
See in Glossary in the air, and add atmosphere to 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.
| Topic | Description |
|---|---|
| Create and configure a halo light effect | Create and customize a halo around a light source. |
| Halo component reference | Explore the properties for the Halo component to customize the appearance of a halo. |
How you work with light halos depends on the 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 you use.
| Feature name | Universal Render Pipeline (URP) | High Definition Render Pipeline (HDRP) | Built-in Render Pipeline |
|---|---|---|---|
| Halos | Yes Use a Lens Flare (SRP) Data Asset and a Lens Flare (SRP) component. |
Yes Use a Lens Flare (SRP) Data Asset and a Lens Flare (SRP) component, or a Screen Space Lens Flare override. |
Yes Use a Halo component. |