
Explore real-time lighting in Unity by using directional light to simulate the sun, observe how rotating shadows, skybox, and a procedural sun create day/night scenes, adjust intensity and color.
Explore Unity projectors to simulate light with textures, project images onto surfaces, adjust materials and wrap modes, and optimize performance with orthographic projection and near/far clip planes.
Adjust bake map settings in Unity to control direct and indirect samples, max bounces, ambient occlusion, and lightmap resolution for softer shadows and more realistic light bakes.
Apply ground material, add a reflection probe, bake to create a cube texture map with reflectivity, and adjust smoothness and metallic settings.
Explore using hdr skyboxes and real-time global illumination in unity, importing hdr textures and configuring skybox materials, with baked versus real-time lightmaps and reflection probes for dynamic scenes.
Explore monochromatic colors using a single hue, adjust lighting with key, fill, and back lights to shape shadows, and apply post-processing color grading to achieve a warm orange monochrome look.
Learn how split complementary colors—purple, green, and yellow-green—shape mood and contrast in Unity lighting. Apply lighting positions, color grading, post-processing, and skybox tweaks to achieve balanced, dramatic scenes.
Explore analogous colors by creating a harmonious palette along adjacent hues on the color wheel, using blues, greens, cyans, and subtle purples to craft a blue-dominant scene.
Install a ready-made lighting package into a new built-in pipeline scene and begin lighting a basic room, then explore future URP setups and credit Sketchfab props.
Learn how color temperature affects Unity lighting from 1000k candle to 10000k blue sky, using rgb values for candle, tungsten, and fluorescent lights, and bake lighting with static objects.
Place a reflection probe in the room, resize its volume to cover walls, floor, and ceiling, then bake to capture accurate reflections on surfaces and glass.
Bake the final lightmap in Unity by disabling post processing, clearing bake data, and increasing lightmap resolution for higher quality maps and richer bounce lighting.
Shows baked lightmaps to create rich lighting, evaluates post-processing on a first-person character, and compares screen space reflections with and without reflection probes for balanced illumination.
Learn to configure baked lightmaps in Unity's URP by marking static objects, adjusting lightmap resolution, and baking with progressive GPU to optimize scene lighting.
Bake results enhance light maps and texture detail. Adjust post processing, moon glow, water lighting, and exposure to achieve a richer, balanced scene.
Learn to manage baked lighting and use a box volume to locally override global post-processing with a local mansion profile, adjusting blend distance and priority for seamless transitions.
Explore diffusion profiles and subsurface scattering in HDRP to add realism to thin objects like leaves, using thickness maps, alpha clipping, and automatic exposure.
Learn to control scene lighting in Unity by overriding automatic exposure with a global volume or a physical camera. Adjust aperture, ISO, and shutter speed to shape brightness and mood.
Position the sun for a midday sky, adjust angular diameter and flare, and tune sky, aerosol, and fog for daylight lighting.
Perform final scene lighting in Unity by darkening the sky, refining clouds with exposure and HDR maps, and tuning local volumetric fog, shadows, and point lights for cinematic shafts.
Explore hdrp lighting in unity, including sky types, fog and volumetric fog, local volumes, real-time lights and shadows, and exposure controls for outdoor and indoor scenes.
Welcome to Lighting in Unity where we are going to cover lighting theory for games created in the built in renderer, Universal render pipeline and the high definition render pipeline
We will start with lighting basics, covering color theory, lighting characters and objects, color harmonies for creating great game aesthetics, baking real time global illumination and baking static light maps and using lighting probes for dynamically moving objects
In the built in renderer we will be lighting an interior bar room scene, using available light sources such as windows and wall lights. We will be matching color temperatures to real world values to make the scene look authentic
In the Universal render pipeline we will be lighting a cartoony style horror environment using saturated colour mixes. This could be useful for mobile style games as well as games that feature hand painted stylized graphics
In the High definition render pipeline we will be lighting a realistic scene using different times of day and looking at using fog volumes for volumetric lighting to create impressive visuals for games. We will look in detail at post processing to create AAA visuals for games. HDRP is used for top game titles and so mastering lighting in this render pipeline can be very useful for making your games compete with other top titles
So why not enrol today and I look forward to seeing you in my course
Soundtrack by Alex-Productions from free stock music