class in UnityEngine
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Inherits from:Behaviour
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Implemented in:UnityEngine.CoreModule
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Close Your name Your email Suggestion* Switch to ManualUse this to control all aspects of Unity's lights. The properties are an exact match for the values shown in the Inspector.
For more information about shadow maps, refer to Shadow Mapping.
Usually lights are just created in the editor, but sometimes you want to create a light from a script:
using UnityEngine;Properties Property Description areaSize The size of the area light. bakingOutput This property describes the output of the last Global Illumination bake. bounceIntensity The multiplier that defines the strength of the bounce lighting. boundingSphereOverride Bounding sphere used to override the regular light bounding sphere during culling. color Specifies the color emitted by the light. colorTemperature The color temperature of the light. Correlated Color Temperature (abbreviated as CCT) is multiplied with the color filter when calculating the final color of a light source. The color temperature of the electromagnetic radiation emitted from an ideal black body is defined as its surface temperature in Kelvin. White is 6500K according to the D65 standard. A candle light is 1800K and a soft warm light bulb is 2700K. If you want to use colorTemperature, GraphicsSettings.lightsUseLinearIntensity and Light.useColorTemperature has to be enabled. Additional resources: GraphicsSettings.lightsUseLinearIntensity, GraphicsSettings.useColorTemperature. commandBufferCount Number of command buffers set up on this light (Read Only). cookie The cookie texture projected by the light. cookieSize The size of a directional light's cookie. cullingMask This is used to light certain objects in the Scene selectively. dilatedRange The maximum distance the emitted light might travel from the position of the light. This property does not apply to directional lights. enableSpotReflector Wether a Spot Light should simulate having a reflector. flare The flare asset to use for this light. forceVisible Force a light to be visible even if outside the view frustum. innerSpotAngle The angle of the spot light's inner cone in degrees. intensity The Intensity of a light is multiplied with the Light color. layerShadowCullDistances Per-light, per-layer shadow culling distances. Directional lights only. lightmapBakeType This property describes what part of a light's contribution can be baked (Editor only). lightShadowCasterMode Allows you to override the global Shadowmask Mode per light. Only use this with render pipelines that can handle per light Shadowmask modes. Incompatible with the legacy renderers. lightUnit The unit Light.intensity should be displayed in. luxAtDistance How far away to measure LightUnit.Lux from. range The maximum distance that light travels from a point of emission. This property does not apply to directional lights. renderingLayerMask Determines which rendering LayerMask this Light affects. renderMode Controls how often the light's contribution is calculated during rendering. shadowAngle Controls the amount of artificial softening applied to the edges of shadows cast by directional lights (Editor only). shadowBias Shadow mapping constant bias. shadowCustomResolution The custom resolution of the shadow map. shadowMatrixOverride Matrix that overrides the regular light projection matrix during shadow culling. Unity uses this matrix if you set Light.useShadowMatrixOverride to true. shadowNearPlane Near plane value to use for shadow frustums. shadowNormalBias Shadow mapping normal-based bias. shadowRadius Controls the amount of artificial softening applied to the edges of shadows cast by the Point or Spot light (Editor only). shadowResolution The resolution of the shadow map. Change it to balance shadow visual quality and performance. shadows Determines if this light will cast soft or hard shadows, or not cast shadows at all. shadowStrength Strength of light's shadows. spotAngle The angle of the spot light's cone in degrees. type The type of the light. useBoundingSphereOverride Set to true to override light bounding sphere for culling. useColorTemperature Set to true to use the color temperature. useShadowMatrixOverride Set to true to enable custom matrix for culling during shadows. useViewFrustumForShadowCasterCull Whether to cull shadows for this Light when the Light is outside of the view frustum. Public Methods Method Description AddCommandBuffer Add a command buffer to be executed at a specified place. AddCommandBufferAsync Adds a command buffer to the GPU's async compute queues and executes that command buffer when graphics processing reaches a given point. GetCommandBuffers Get command buffers to be executed at a specified place. RemoveAllCommandBuffers Remove all command buffers set on this light. RemoveCommandBuffer Remove command buffer from execution at a specified place. RemoveCommandBuffers Remove command buffers from execution at a specified place. Reset Revert all light parameters to default. SetLightDirty Sets a light dirty to notify the light baking backends to update their internal light representation (Editor only). Inherited Members Properties Property Description enabled Enabled Behaviours are Updated, disabled Behaviours are not. isActiveAndEnabled Reports whether a GameObject and its associated Behaviour is active and enabled. gameObject The game object this component is attached to. A component is always attached to a game object. tag The tag of this game object. transform The Transform attached to this GameObject. hideFlags Should the object be hidden, saved with the Scene or modifiable by the user? name The name of the object. Public Methods Method Description BroadcastMessage Calls the method named methodName on every MonoBehaviour in this game object or any of its children. CompareTag Checks the GameObject's tag against the defined tag. GetComponent Gets a reference to a component of type T on the same GameObject as the component specified. GetComponentInChildren Gets a reference to a component of type T on the same GameObject as the component specified, or any child of the GameObject. GetComponentIndex Gets the index of the component on its parent GameObject. GetComponentInParent Gets a reference to a component of type T on the same GameObject as the component specified, or any parent of the GameObject. GetComponents Gets references to all components of type T on the same GameObject as the component specified. GetComponentsInChildren Gets references to all components of type T on the same GameObject as the component specified, and any child of the GameObject. GetComponentsInParent Gets references to all components of type T on the same GameObject as the component specified, and any parent of the GameObject. SendMessage Calls the method named methodName on every MonoBehaviour in this game object. SendMessageUpwards Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. TryGetComponent Gets the component of the specified type, if it exists. GetInstanceID Gets the instance ID of the object. ToString Returns the name of the object. Static Methods Method Description Destroy Removes a GameObject, component or asset. DestroyImmediate Destroys the object obj immediately. You are strongly recommended to use Destroy instead. DontDestroyOnLoad Do not destroy the target Object when loading a new Scene. FindAnyObjectByType Retrieves any active loaded object of Type type. FindFirstObjectByType Retrieves the first active loaded object of Type type. FindObjectsByType Retrieves a list of all loaded objects of Type type. Instantiate Clones the object original and returns the clone. InstantiateAsync Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. Operators Operator Description bool Does the object exist? operator != Compares if two objects refer to a different object. operator == Compares two object references to see if they refer to the same object.public class Example : MonoBehaviour { void Start() { // Make a game object GameObject lightGameObject = new GameObject("The Light");
// Add the light component Light lightComp = lightGameObject.AddComponent<Light>();
// Set color and position lightComp.color = Color.blue;
// Set the position (or any transform property) lightGameObject.transform.position = new Vector3(0, 5, 0); } }
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