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    Class Light2D

    Class Light2D is a 2D light which can be used with the 2D Renderer.

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    Light2DBase
    Light2D
    Implements
    ISerializationCallbackReceiver
    Inherited Members
    MonoBehaviour.IsInvoking()
    MonoBehaviour.CancelInvoke()
    MonoBehaviour.Invoke(string, float)
    MonoBehaviour.InvokeRepeating(string, float, float)
    MonoBehaviour.CancelInvoke(string)
    MonoBehaviour.IsInvoking(string)
    MonoBehaviour.StartCoroutine(string)
    MonoBehaviour.StartCoroutine(string, object)
    MonoBehaviour.StartCoroutine(IEnumerator)
    MonoBehaviour.StopCoroutine(IEnumerator)
    MonoBehaviour.StopCoroutine(Coroutine)
    MonoBehaviour.StopCoroutine(string)
    MonoBehaviour.StopAllCoroutines()
    MonoBehaviour.print(object)
    MonoBehaviour.destroyCancellationToken
    MonoBehaviour.useGUILayout
    MonoBehaviour.didStart
    MonoBehaviour.didAwake
    MonoBehaviour.runInEditMode
    Behaviour.enabled
    Behaviour.isActiveAndEnabled
    Component.GetComponent(Type)
    Component.GetComponent<T>()
    Component.TryGetComponent(Type, out Component)
    Component.TryGetComponent<T>(out T)
    Component.GetComponent(string)
    Component.GetComponentInChildren(Type, bool)
    Component.GetComponentInChildren(Type)
    Component.GetComponentInChildren<T>(bool)
    Component.GetComponentInChildren<T>()
    Component.GetComponentsInChildren(Type, bool)
    Component.GetComponentsInChildren(Type)
    Component.GetComponentsInChildren<T>(bool)
    Component.GetComponentsInChildren<T>(bool, List<T>)
    Component.GetComponentsInChildren<T>()
    Component.GetComponentsInChildren<T>(List<T>)
    Component.GetComponentInParent(Type, bool)
    Component.GetComponentInParent(Type)
    Component.GetComponentInParent<T>(bool)
    Component.GetComponentInParent<T>()
    Component.GetComponentsInParent(Type, bool)
    Component.GetComponentsInParent(Type)
    Component.GetComponentsInParent<T>(bool)
    Component.GetComponentsInParent<T>(bool, List<T>)
    Component.GetComponentsInParent<T>()
    Component.GetComponents(Type)
    Component.GetComponents(Type, List<Component>)
    Component.GetComponents<T>(List<T>)
    Component.GetComponents<T>()
    Component.CompareTag(string)
    Component.SendMessageUpwards(string, object, SendMessageOptions)
    Component.SendMessageUpwards(string, object)
    Component.SendMessageUpwards(string)
    Component.SendMessageUpwards(string, SendMessageOptions)
    Component.SendMessage(string, object)
    Component.SendMessage(string)
    Component.SendMessage(string, object, SendMessageOptions)
    Component.SendMessage(string, SendMessageOptions)
    Component.BroadcastMessage(string, object, SendMessageOptions)
    Component.BroadcastMessage(string, object)
    Component.BroadcastMessage(string)
    Component.BroadcastMessage(string, SendMessageOptions)
    Component.transform
    Component.gameObject
    Component.tag
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsByType(Type, FindObjectsSortMode)
    Object.FindObjectsByType(Type, FindObjectsInactive, FindObjectsSortMode)
    Object.DontDestroyOnLoad(Object)
    Object.FindObjectsByType<T>(FindObjectsSortMode)
    Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
    Object.FindFirstObjectByType<T>()
    Object.FindAnyObjectByType<T>()
    Object.FindFirstObjectByType<T>(FindObjectsInactive)
    Object.FindAnyObjectByType<T>(FindObjectsInactive)
    Object.FindFirstObjectByType(Type)
    Object.FindAnyObjectByType(Type)
    Object.FindFirstObjectByType(Type, FindObjectsInactive)
    Object.FindAnyObjectByType(Type, FindObjectsInactive)
    Object.ToString()
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.GetType()
    object.ReferenceEquals(object, object)
    Namespace: UnityEngine.Rendering.Universal
    Assembly: Unity.RenderPipelines.Universal.2D.Runtime.dll
    Syntax
    [ExecuteAlways]
    [DisallowMultipleComponent]
    [MovedFrom(true, "UnityEngine.Experimental.Rendering.Universal", "Unity.RenderPipelines.Universal.Runtime", null)]
    [AddComponentMenu("Rendering/2D/Light 2D")]
    [HelpURL("https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest/index.html?subfolder=/manual/2DLightProperties.html")]
    public sealed class Light2D : Light2DBase, ISerializationCallbackReceiver

    Properties

    Name Description
    blendStyleIndex

    The lights current operation index

    color

    The lights current color

    falloffIntensity

    Controls the brightness and distance of the fall off (edge) of the light

    intensity

    The lights current intensity

    lightCookieSprite

    The Sprite that's used by the Sprite Light type to control the shape light

    lightOrder

    Gets or sets the light order. The lightOrder determines the order in which the lights are rendered onto the light textures.

    lightType

    The light's current type

    normalMapDistance

    The simulated z distance of the light from the surface used in normal map calculation.

    normalMapQuality

    Returns the calculation quality for the normal map rendering. Please refer to NormalMapQuality.

    overlapOperation

    Controls the overlap operation mode.

    pointLightInnerAngle

    The inner angle of the point light shape. The bigger the angle, the wider the gap. The gap between the innner and outer angle will determine the size of the light's penumbra.

    pointLightInnerRadius

    The radius of the inner light area that has full brightness. The gap between the inner and outer radius will determine the size of the light's penumbra.

    pointLightOuterAngle

    The angle that determins the shape of the inner light area. The gap between the innner and outer angle will determine the size of the light's penumbra.

    pointLightOuterRadius

    The outer radius that determines the size of the light. The gap between the inner and outer radius will determine the size of the light's penumbra.

    renderVolumetricShadows

    Returns if volumetric shadows should be rendered.

    shadowIntensity

    Specifies the darkness of the shadow

    shadowSoftness

    Specifies the softness of the soft shadow

    shadowSoftnessFalloffIntensity

    Controls the falloff for soft shadows

    shadowVolumeIntensity

    Specifies the darkness of the shadow

    shadowsEnabled

    Specifies that the shadows are enabled

    shapeLightFalloffSize

    The size of the fall-off area. Bigger value corresponds to bigger fall off size.

    shapeLightParametricAngleOffset

    The offset of the shape from the light's origin.

    shapeLightParametricRadius

    The size of the shape.

    shapeLightParametricSides

    The number of sides in the parametric shape.

    shapePath

    Returns the path that represents the shape light. Values are in object space.

    volumeIntensity

    Controls the visibility of the light's volume

    volumetricEnabled

    Enables or disables the light's volume

    volumetricShadowsEnabled

    Specifies that the volumetric shadows are enabled

    Methods

    Name Description
    OnAfterDeserialize()

    OnAfterSerialize implementation.

    OnBeforeSerialize()

    OnBeforeSerialize implementation.

    SetShapePath(Vector3[])

    Set the shape that represents the freeform light. Values are in object space.

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