Version: 2019.4
Shadow troubleshooting
Lighting Mode

The Lighting window

The Lighting window (menu: Window > Rendering > Lighting Settings) is the main control point for Unity’s lighting features. You can use the Lighting window to configure lighting for your Scene, to adjust settings related to precomputing lighting data, and to optimise your lighting for quality, speed and storage space.

The options available in the Lighting window vary depending on which render pipeline your Project uses.

The Lighting window contains 3 tabs:

  • The Scene tab
  • The Realtime Lightmaps tab, which is visible only if your Project uses the Built-in Render Pipeline
  • The Baked Lightmaps tab

You can perform many of the functions available in this window via scripts, using the LightmapEditorSettings and Lightmapping APIs.

Scene タブ

The Scene tab contains lighting-related settings and controls that apply to the current Scene.

Environment

This section contains settings for the Skybox, diffuse lighting and reflections.

プロパティー 説明
Skybox Material A Skybox is a Material that appears behind everything else in the Scene to simulate the sky or other distant background. Use this property to choose the Skybox you want to use for the Scene. The default value is the built-in Default Skybox.
Sun Source When the Skybox Material is a Procedural Skybox, use this setting to specify a GameObject with a directional Light component to indicate the direction of the sun (or whatever large, distant light source is illuminating your Scene). If this is set to None, the brightest directional light in the Scene is assumed to represent the sun. The default value is None.
Environment Lighting This section contains settings that affect ambient light in the current Scene.
Source Use this to define a source color for ambient light in the Scene. The default value is Skybox.
Skybox Use the colors of the Skybox set in Skybox Material to determine the ambient light coming from different angles. This allows for more precise effects than Gradient.
Gradient Choose separate colors for ambient light from the sky, horizon and ground, and blend smoothly between them.
Color Use a flat color for all ambient light.
Intensity Multiplier Use this to set the brightness of the ambient light in the Scene, defined as a value between 0 and 8. The default value is 1.
Ambient Mode In the Built-in Render Pipeline, use this to specify which Global Illumination mode should be used to determine ambient light in the Scene. This property is only available when both Realtime Global Illumination and Baked Global Illumination are enabled in the Scene.
リアルタイム Calculate and update ambient light in real-time, using Realtime Global Illumination (deprecated).
ベイク Precompute the ambient light in the Editor, and then apply it at runtime.
Environment Reflections This section contains global settings for Reflection Probe baking, and settings that affect global reflections.
Source Use this setting to specify whether you want to use the Skybox for reflection effects, or a cubemap of your choice. The default value is Skybox.
Skybox Select this to use the Skybox as the reflection source.
Custom Select this to use a cubemap for reflections.
Resolution Use this to set the resolution of the Skybox for reflection purposes. This property is visible only when Source is set to Skybox.
Cubemap Use this to specify the cubemap to use for reflection purposes. This property is visible only when Source is set to Cubemap.
Compression リフレクションテクスチャを圧縮するかどうかを決定します。デフォルトは Auto です。
Auto 圧縮形式が適切な場合は、リフレクションテクスチャを圧縮します。
非圧縮 リフレクションテクスチャを圧縮しないでメモリーに保存します。
Compressed テクスチャを圧縮します。
Intensity Multiplier The degree to which the reflection source is visible in reflective objects.
Bounces A reflection bounce occurs when a reflection from one object is then reflected by another object. Use this property to set how many times the Reflection Probes evaluate bounces back and forth between objects. If this is set to 1, then Unity only takes the initial reflection (from the skybox or cube map specified in the Reflection Source property) into account.

Realtime Lighting

This section is visible only when using the Built-in Render Pipeline. It contains settings related to Realtime Global Illumination using Enlighten (deprecated).

プロパティー 説明
Realtime Global Illumination (deprecated) If this checkbox is ticked, Unity enables Realtime Global Illumination using Enlighten.

Note that Enlighten is deprecated, and will soon be removed.

Mixed Lighting

This section contains settings that affect the behavior of Baked Lights and Mixed Lights in your Scene.

プロパティー 機能
Baked Global Illumination When this setting is enabled, Baked lights in the Scene are used for lightmapping only, and Mixed lights behave according to the Lighting Mode setting. When this setting is disabled, Unity forces all Baked and Mixed lights in the Scene to act as though they were Realtime Lights.
Lighting Mode Specifies which Lighting Mode will be used for all Mixed Lights in the Scene.

When you change the Lighting Mode, you need to re-bake the Scene. If Auto Generate is enabled in the Lighting window, this happens automatically. If Auto Generate is not enabled, click Generate Lighting to see the updated lighting effect.
Baked Indirect Use Baked Indirect Lighting Mode for all Mixed Lights in the current Scene.
Subtractive Use Subtractive Lighting Mode for all Mixed Lights in the current Scene. Subtractive Lighting Mode is not supported in the High Definition Render Pipeline (HDRP).
Shadowmask Use Shadowmask Lighting Mode for all Mixed Lights in the current Scene. Shadowmask Lighting Mode is not supported in the Universal Render Pipeline (URP).
Realtime Shadow Color Define the color that Unity uses to render real-time shadows in Subtractive Lighting Mode. This setting is visible only when the Lighting Mode is set to Subtractive.

ライトマップ設定

This section contains settings related to lightmapping.

Lightmapping settings are specific to each lightmapper backend. To see the settings for a lightmapper, see the documentation on the Progressive CPU Lightmapper, the Progressive GPU Lightmapper (preview), and Enlighten (deprecated).

Other Settings

The Other Settings section contains settings for fog, Halos, Flares and Cookies.

プロパティー 機能
Fog シーンのフォグを有効/無効にします。フォグは ディファードレンダリングパス では使用できません。ディファードレンダリングには、ポストプロセスのフォグエフェクト が適切な場合があります。
Color カラーピッカーを使用して、シーン内でフォグを描画するために使用する色を設定します。
Mode フォグがカメラからの距離によって、どのように蓄積するかを決定します。
Linear フォグの密度は距離に応じて直線的に増加します。
Start シーン内でフォグが開始するカメラからの距離を制御します。
End シーン内でフォグが完全にシーンのゲームオブジェクトを見えなくなるカメラからの距離を制御します。
Exponential フォグの密度は距離に応じて指数関数的に増加します。
Density これを使用してフォグの濃度を制御します。 Density が増えると、フォグがより濃く表示されます。
Exponential Squared フォグの密度は距離に応じてより速く増加します(指数関数的および二乗)。
Density これを使用してフォグの濃度を制御します。 Density が増えると、フォグがより濃く表示されます。
Halo Texture ライトの周囲の ハロー を描画するのに使用するテクスチャを設定します。
Halo Strength ライトの周囲のハローの可視性を 0 から 1 の間の値で定義します。
Flare Fade Speed 最初に現れた後、レンズフレア がビューから退色する時間 (秒) を設定します。デフォルトでは 3 に設定されています。
Flare Strength ライトのレンズフレアの可視性を 0 と 1 の間の値で設定します。
Spot Cookie スポットライト に使用したい Cookie テクスチャを設定します。

At the bottom of the Scene tab are the Auto Generate checkbox and the Generate Lighting button.

プロパティー 説明
Auto Generate If Auto Generate is enabled, Unity updates lightmap data automatically as you edit the Scene. Unity usually updates the lightmap data a few seconds after you make a change to the Scene. If Auto Generate is disabled, you must manually update lightmap data.
Generate Lighting Use the Generate Lighting button to manually update the lightmap data. Use the Generate Lighting button if you want to clear the baked data from the Scene without clearing the GI Cache. This button is enabled only if Auto Generate is disabled.

Debug settings

プロパティー 説明
Debug Settings シーンをデバッグするための設定
Light Probe Visualization これを使って、シーンビューで、どの ライトプローブ を可視化するかをフィルターします。デフォルトは Only Probes Used By Selection です。
Only Probes Used By Selection シーンビューで現在の選択に影響するライトプローブのみを可視化します。
All Probes No Cells シーンビューですべてのライトプローブを可視化します。
All Probes With Cells シーンビューですべてのライトプローブを可視化します。さらに、ライトプローブデータの補間に使用する 4面体もまた、表示します。
なし シーンビューでライトプローブを可視化しません。
Display Weights When enabled, Unity draws a line from the Light Probe used for the active selection to the positions on the tetrahedra used for interpolation. This is a way to debug probe interpolation and placement problems.
Display Occlusion When enabled, Unity displays occlusion data for Light Probes if the Lighting Mode is set to Shadowmask.

Realtime Lightmaps tab

This tab shows a list of all lightmaps generated by Realtime Global Illumination using Enlighten (deprecated) in the current Scene.

If Realtime Global Illumination is not enabled in your Project, this tab will be empty

Baked Lightmaps tab

This tab shows a list of all lightmaps generated by lightmapper for for the current Scene, along with the Lighting Data Asset. If Baked Global Illumination is not enabled in your Project, this tab will be empty.


NewIn20181

Shadow troubleshooting
Lighting Mode