根据项目使用的渲染管线，Unity 在 Light Inspector 中显示不同的属性。
|类型||The current type of light. Possible values are Directional, Point, Spot and Area (Rectangle or Disc light). For information on these values, see Types of Light.|
|Range||Define how far the light emitted from the center of the object travels (Point and Spot lights only).|
|Spot Angle||Define the angle (in degrees) at the base of a spot light’s cone (Spot light only).|
|Mode||Specify the Light Mode. Possible modes are Realtime, Mixed and Baked. For information on these values, see Light Modes.|
|Intensity||Set the brightness of the light. The default value for a Directional light is 0.5. The default value for a Point, Spot or Area (Rectangle or Disc)light is 1.|
|Indirect Multiplier||Use this value to vary the intensity of indirect light. If you set Indirect Multiplier to a value lower than 1, the bounced light becomes dimmer with every bounce. A value higher than 1 makes light brighter with each bounce. This is useful, for example, when a dark surface in shadow (such as the interior of a cave) needs to be brighter to make detail visible. If you want to use Enlighten Realtime Global Illumination, but want to limit a single real-time Light so that it only emits direct light, set its Indirect Multiplier to 0.|
|Shadow Type||Determine whether this Light casts Hard Shadows, Soft Shadows, or no shadows at all. Hard Shadows produces shadows with a sharp edge. Hard shadows aren’t realistic compared to Soft Shadows but they involve less processing, and are acceptable for many purposes. Soft shadows also tend to reduce the “blocky” aliasing effect from the shadow map.|
|Baked Shadow Angle||If Mode is set to Baked or Mixed, Type is set to Directional, and Shadow Type is set to Soft Shadows, this property adds some artificial softening to the edges of shadows and gives them a more natural look.|
|Baked Shadow Radius||If Mode is set to Baked or Mixed, Type is set to Point or Spot ,and Shadow Type is set to Soft Shadows, this property adds some artificial softening to the edges of shadows and gives them a more natural look.|
|Realtime Shadows||These properties are available when Mode is set to Realtime or Mixed, and Shadow Type is set to Hard Shadows or Soft Shadows. Use these properties to control real-time shadow rendering settings.|
|Strength||使用滑动条来控制此光源所投射阴影的暗度（以 0 和 1 之间的值表示）。默认情况下，此值设置为 1。|
|Resolution||控制阴影贴图的渲染分辨率。较高的分辨率会增加阴影的保真度，但需要更多的 GPU 时间和内存使用量。|
|Bias||使用滑动条来控制阴影被推离光源的距离（定义为 0 到 2 之间的值）。这可用于避免错误的自阴影瑕疵。请参阅阴影贴图和 Bias 属性以了解更多信息。默认情况下，该值设置为 0.05。|
|Normal Bias||Use the slider to control distance at which the shadow casting surfaces are shrunk along the surface normal, defined as a value between 0 and 3. This is useful for avoiding false self-shadowing artifacts. See Shadow troubleshooting for more information. This is set to 0.05 by default.
|Near Plane||Use the slider to control the value for the near clip plane when rendering shadows, defined as a value between 0.1 and 10. This value is clamped to 0.1 units or 1% of the light’s Range property, whichever is lower. This is set to 0.2 by default.|
|Draw Halo||Tick this box to draw a spherical Halo of light with a diameter equal to the Range value. You can also use the Halo component to achieve this. Note that the Halo component is drawn in addition to the halo from the Light component, and that the Halo component’s Size parameter determines its radius, not its diameter.|
|Auto||在运行时确定渲染方法，具体取决于附近光源的亮度和当前的 Quality 设置。|
|Important||The light is always rendered at per-pixel quality. Use Important mode only for the most noticeable visual effects (for example, the headlights of a player’s car).|
If you create a Texture that contains an alpha channel and assign it to the Cookie variable of the light, the cookie is projected from the light. The cookie’s alpha mask modulates the light’s brightness, creating light and dark spots on surfaces. This is a great way to add complexity or atmosphere to a scene.
VertexLit shaders can’t display Cookies or Shadows.
Note that shadows are disabled for directional lights with cookies when forward rendering is used. It’s possible to write custom shaders to enable shadows in this case; see documentation on writing surface shaders for further details.