Type |
The type of the current light. There are four types: directional, point, Spot and area. |
Range |
The distance that the light shines (only the point and spot light sources have this property). |
Spot Angle |
The angle at which the spotlight is spread (spot light only). |
Color |
The color of Light |
Mode |
Specifies the mode of the light. Three modes Realtime, Mixed and Baked. |
Intensity |
Light intensity |
Indirect Multiplier |
Changes the intensity of indirect light, and indirect light rays bounce from one object to another. If the value is greater than 1, the reflected light becomes brighter and less than 1 of the reflected light is dim. |
Shadow Type |
Shadow type: Hard Shadows, Soft Shadows, or no Shadows. |
Baked Shadow Angle |
When baking, soften the edge shadows to make them look more natural. (directional) |
Baked Shadow Radius |
When baking, soften the edge shadows to make them look more natural. (Point or Spot) |
Realtime Shadows |
Real-time shading. |
Strength |
Use the slider for control how dark the shadows cast by IS, represented by a value between 0 and 1. This is set to 1 by default. |
Resolution |
Control the rendered resolution of shadow maps. A higher resolution increases the fidelity of shadows, but requires more GPU time and memory usage. |
Bias |
Use the slider to control the distance at which Shadows is pushed away from the light, defined as a value between 0 and 2 . This is useful for avoiding false self-shadowing artifacts. See Shadow mapping and the bias property for more information. This is set to 0.05 by default. |
Normal Bias |
Use the slider for control distance at which the shadow casting surfaces is shrunk along the surface normal, defined as a Value between 0 and 3. This is useful for avoiding false self-shadowing artifacts. See documentation in Shadow mapping and the bias property for more information. This is set to 0.4 by default. |
Near Plane |
Use the slider to control the value of the near clip plane when rendering shadows, defined as a value between 0.1 and 10. This value was clamped to 0.1 units or 1% of the light's Range property, and whichever is lower. This is set to 0.2 by default. |
Cookies |
Specify a Texture mask through which Shadows is cast (for example, to create silhouettes, or patterned illumination for t He light). |
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 are drawn in addition to the Halo component, and that the Halo component ' s Size parameter determines its radius, not its diameter. |
Flare |
If you want to set a Flare-to is rendered at the light's position, place an Asset in this field to is used as its source. |
Render Mode |
Use this drop-down to set the rendering priority of the selected light. This can affect lighting fidelity and performance (see performance considerations, below). |
Auto |
The rendering method is determined at run time, depending on the brightness of nearby lights and the current quality Setti Ngs. |
Important |
The light was always rendered at Per-pixel quality. Use Important mode is the most noticeable visual effects (for example, the headlights of a player ' s car). |
Not Important |
The light are always rendered in a faster, Vertex/object light mode. |
Culling Mask |
Use the-selectively exclude groups of objects from being affected by the light. For more information, see Layers. |