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Lighting in Unity
Rating: 4.6 out of 5(703 ratings)
4,195 students

Lighting in Unity

Professional lighting for Built in renderer, URP and HDRP
Created byPete Jepson
Last updated 6/2025
English
English [Auto],

What you'll learn

  • Lighting techniques for games
  • Baking lightmaps
  • Using light probe groups
  • Creating volumetric lights for HDRP
  • Post processing for that AAA look
  • Realistic lighting setups for your project

Course content

6 sections85 lectures12h 59m total length
  • Introduction2:14

    Explore lighting theory across built-in, URP, and HDRP, covering color theory, baking, lighting probes, volumetric lighting, fog volumes, and post-processing for triple-a visuals.

  • Install Unity3:24

    Download Unity Hub, pick a version (LTS or development build 2022.2.1), install the editor and Microsoft Visual Studio, and add modules for mobile or other platforms, noting storage requirements.

  • Setting up the scene9:02

    Set up a Unity project with the built-in render pipeline and compare it with universal and high-definition pipelines while exploring scene editor, hierarchy, inspector, and transforming cameras, lights, and objects.

  • Directional light10:58

    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.

  • Sky settings10:41

    Explore Unity's procedural sky system, adjusting sun, sky color, ground color, atmosphere, and skybox materials to craft realistic or surreal lighting for your scenes.

  • Skybox challenge1:17

    Create at least three sky types with procedural shader skyboxes, drag skies into skybox materials, and rotate the sun to explore color variations.

  • Ambient lighting7:58

    Create a room and explore ambient lighting in Unity, learning how bounce lighting adds realism, adjust environment lighting with intensity and reflections, and use skybox or gradients for controlled illumination.

  • Point light10:13

    Explore the point light, a real-time, 360‑degree light with controllable range and falloff that illuminates scenes, casts shadows, and blends color and intensity when multiple lights mix.

  • Spot light9:38

    Explore how a spotlight creates a directional cone of light, adjust spot angle and range, and balance intensity, color, and shadows to avoid burnout while aligning with view.

  • Cookies12:25

    Explore light cookies in Unity by importing cookie textures, setting texture type to cookie, and applying clamp wrap mode with alpha transparency to spotlights for varied light shapes.

  • Halo7:23

    Learn to create halos around lights in Unity by applying halo textures via Sprite 2D UI, adjusting range and intensity for different looks.

  • Lens flares6:30

    Explore lens flares in Unity by configuring flare textures, adding a flare layer to the main camera, and adjusting brightness, fade, and color for sun and space effects.

  • Lens Flares in Unity 60:29
  • Projectors17:57

    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.

  • Baked lighting24:58

    Bake lighting in Unity by using lightmaps, setting static objects, choosing a lightmapper, and adjusting texels per unit for precise, precomputed illumination.

  • Bake modes8:10

    Explore bake modes in Unity lighting by using baked lights, adjusting indirect multiplier, and tuning lightmap resolution and shadow mask to blend real time and baked shadows with global illumination.

  • Bake map settings6:23

    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.

  • Baked area light8:47

    Bake area lights in Unity to create soft, professional lighting with baked lightmaps and switch off real-time lights for better mobile performance. Use baked-only area lights for soft shadows.

  • Reflection probes8:34

    Apply ground material, add a reflection probe, bake to create a cube texture map with reflectivity, and adjust smoothness and metallic settings.

  • Baking emission11:35

    Learn to bake emissive lighting in Unity by applying emissive materials, adjusting HDR intensity, and baking lightmaps for realistic global illumination.

  • Light probes7:51

    Assign a default material to a cube, then use a light probe group to sample lighting for dynamic objects; bake the scene to apply probe data.

  • HDRI skies and realtime global illumination23:36

    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.

  • HDRI baking6:48

    Learn to bake a lightmap with an HDR image in Unity, adjust skybox exposure, use baked global illumination with light and reflection probes, then replace the sky without losing bake.

  • Post Processing17:33

    Install post-processing in Unity’s built-in renderer, set up a post-process layer and a global volume, then tune color grading, bloom, exposure, and reflections for a professional look.

Requirements

  • An interest in game design
  • A high performance computer with a dedicated graphics card that can handle the HDRP pipeline in unity

Description

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

Who this course is for:

  • Anyone wanting to master lighting for games
  • You want to make your games stand out from the crowd with impressive visuals