UnityLightComponent
@UnityEngine3Dπ·Type: This shows the current type of light being used. Possible values are Spot, Directional, Point, and Area (Baked only).
βββββββββ
π·Range: Determines how far the light emitted from the center of the object travels. This is for Point and Spot lights only.
βββββββββ
π·Color: Sets the color of the emitted light.
βββββββββ
π·Mode: This allows you to specify the Light Mode to determine if and how a light is baked. The possible modes are Realtime, Mixed, and Baked.
Realtime is used for lights that need to change their properties during run time.
Mixed is used for lights that can change their Transform and visual properties during run time but with strong limitations.
Baked is used to create local ambience and doesnβt need to change during run time.
βββββββββ
π·Intensity: This value sets the brightness of the light.
βββββββββ
π·Indirect Multiplier: This value is used to vary the intensity of indirect light. Indirect light is the light that is bounced from one object to another. A value lower than 1 causes the light to get dimmer with every bounce. Higher than 1 makes the light brighter with each bounce. Keeping it at 1 means the light remains the same with every bounce.
βββββββββ
π·Shadow Type: This setting determines whether the light casts No Shadows, Hard Shadows, or Soft Shadows.
βββββββββ
π·Cookie: This setting specifies a Texture mask from which shadows are cast. For example, this would be useful for creating silhouettes, or patterned illuminations such as faking light coming through a window or getting cross-beams that cast shadows.
βββββββββ
π·Draw Halo: Use this setting to draw a spherical halo of light with a diameter equal to the Range value.
βββββββββ
π·Flare: Use this if you want a lens flare to be rendered at the lightβs position. Youβll need to provide an Asset to this field to be used as the lens flare source.
βββββββββ
π·Render Mode: This setting specifies the rendering priority of the selected Light. The settings available are Auto, Important, Not Important.
Auto is used to have the method determined at run time.
Important always renders the light at per-pixel quality. Use this for the most noticeable lights.
Not Important is used to set lights to render at the faster method of vertex/object light mode.
βββββββββ
π·Culling Mask: Use this setting to selectively exclude groups of objects from being affected by the light.