
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.
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.
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.
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's procedural sky system, adjusting sun, sky color, ground color, atmosphere, and skybox materials to craft realistic or surreal lighting for your scenes.
Create at least three sky types with procedural shader skyboxes, drag skies into skybox materials, and rotate the sun to explore color variations.
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.
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.
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.
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.
Learn to create halos around lights in Unity by applying halo textures via Sprite 2D UI, adjusting range and intensity for different looks.
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.
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.
Bake lighting in Unity by using lightmaps, setting static objects, choosing a lightmapper, and adjusting texels per unit for precise, precomputed illumination.
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.
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.
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.
Apply ground material, add a reflection probe, bake to create a cube texture map with reflectivity, and adjust smoothness and metallic settings.
Learn to bake emissive lighting in Unity by applying emissive materials, adjusting HDR intensity, and baking lightmaps for realistic global illumination.
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.
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.
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.
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.
Build a color theory scene in unity by arranging lion statues on columns, importing assets, and exploring colored lighting against a black background using the rule of thirds.
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.
Explore complementary colors in Unity lighting by combining warm orange with cool blue, adjusting backlights, fill lights, and color grading to create striking, harmonious scenes.
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 triadic colors in Unity lighting by using three equally spaced hues on the color wheel, experiment with backlights and rim lighting, and observe how color interactions shape mood.
Explore tetradic colors via a four-light setup that harmonizes yellow, green, blue, and pink, and apply post-processing—temperature, exposure, saturation, and contrast—to shape dramatic shadows.
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.
Explore color harmony in Unity, identifying monochromatic, complementary, split complementary, triadic, tetradic, and analogous schemes, and analyze how games use these palettes to set mood.
Master lighting techniques in unity by building a lighting test scene: place a lion statue with a black solid background and a matte background cube, and turn off directional light.
Explore Unity lighting with a single spotlight and a range of techniques, from behind-camera and forward lights to paramount, Rembrandt, low-angle, and rim lighting, emphasizing shadows, intensity, and mood.
Learn to light backgrounds in Unity by using spotlights to separate the subject, adjust spot angle and range, and apply bounce lighting with a background layer and culling mask.
Explore multi-light setups in Unity using three-point lighting with a key, fill, and backlight to sculpt dramatic shadows, Rembrandt lighting, rim highlights, and color adjustments.
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.
Bake lighting into the scene using a light setting and adjust lightmap scale and resolution. Generate lightmap uvs, evaluate texel density with checkers, and ensure quality across walls and objects.
learn to light a room in Unity by creating daylight through windows, using cookie blinds, and baking or switching to real-time lighting to achieve realistic shadows.
learn to illuminate a pool table with fluorescent lighting in Unity, balance real-time and baked lightmaps, adjust emission intensity, color, spot lighting, cookies, and shadows for realistic bounce.
In Unity, wall lights are set up with emissive textures and baked lightmaps, then refined with real-time variants to produce warm tungsten illumination and soft shadows.
Illuminate a table lamp in Unity using emission maps and a real-time point light to cast a warm tungsten glow, bake data, and refine complementary colors and shadows.
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.
Perform a final bake with all lights on to preview lighting results. Low-resolution light maps create bright and dark areas with softened shadows, while daylight and real-time glass respond.
Apply post-processing to the main camera in Unity by configuring a post-process layer and volume, then tune color grading, bloom, ambient occlusion, reflections, and vignette for mood and clarity.
Increase pixel light count to eight real-time lights to render all pixel lights simultaneously. Bake a higher resolution reflection probe map to improve reflections and reduce lighting artifacts.
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.
Create a new 3d urp project in Unity Hub, import the Mansion scene package, update materials, remove the README, and import assets and enable post-processing.
Load the map scene and explore a stylized horror mansion with a moonlit water scene. Adjust URP quality presets—high fidelity, balanced, performance—to optimize FPS at full HD.
Navigate URP quality settings from balanced to high fidelity, adjusting render pipeline assets, depth texture, HDR, MSAA, and cascade soft shadows to optimize performance and visuals.
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.
Configure a nighttime sky in Unity using URP: create a night sky material, apply a procedural sky skybox, adjust atmosphere thickness, and position moonlight with blue tint, bake lighting.
Illuminate rocks along the character's path with baked point lights and blue, cyan, and purple hues. Adjust range and intensity, duplicate lights, and bake for cohesive color across the rocks.
Bake lighting for a cliffside scene in Unity by generating lighting after placing about 25 lights, revealing cyan to purple hues and enhanced rock and bridge illumination.
Duplicate a light to illuminate the bridge center with a warm orange, using the complementary color to the blue background to guide the player toward the illuminated path.
Create real-time and baked lighting in Unity to illuminate the bridge, path, tree, and cliff with lights aligned to view and bluish and warm tones.
Duplicate lights to illuminate the path and trees, tune color and intensity for moonlit blues and warm house glows, and bake data to produce soft shadows.
Illuminate the fence with baked lighting in Unity using multiple point lights, balancing blue side lighting with a warm orange center to guide the player.
Duplicate orange lights to guide the path and front of the house, then illuminate gravestones with purple from one side and a green area light, then bake.
Add an area light to illuminate the house from one side, using a reddish orange color (hex b95c24) and adjusted intensity; bake lighting and enable window emission.
Enable post-processing and apply a mansion profile, then tune tone mapping to aces, adjust exposure, saturation, lift-gamma-gain, and white balance to craft a blue nighttime scene with a dramatic vignette.
Adjust moonlight in unity by rotating the moonlight, applying a blue color, lowering intensity, rebaking lighting, and enabling post-processing to achieve a natural moonlit scene.
Bake a high-resolution light map by generating lightmap UVs for rocks with poor UVs, disable shadows to prevent overlaps, and set the lightmap resolution to 20 before baking.
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.
See how URP lighting creates a cartoony horror scene with colorful lighting, illuminated windows, and post-processing, and preview HDR for realistic forest lighting.
Set up a new 3D HDRP project in Unity, convert legacy pipelines with the HDRP wizard, and load the forest HDRP scene while tuning diffusion profiles and quality settings.
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 render a physically based sky in Unity using a sky and fog global volume, earth advanced settings, aerosols, and horizon and zenith tints for realistic lighting.
Adjust the Unity sun directional light to control angular diameter, shadows, and flare sizing; tune tint, surface tint, and intensity; enable volumetric fog and sky fog volume for realistic rays.
Adjust fog color and aerosol to influence the scene's lighting and sky. Add cloud layers with override sky, tune altitude, wind, rotation, exposure, and depth for dynamic, sun-responsive visuals.
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.
Experiment with sun position, sky color, fog volumes, cloud layers, and aerosols to craft unique looks using a physically based sky and fog attenuation distance.
Create a sunset scene in Unity by tweaking sky and fog volume, setting the sun angle and color, adjusting shadows, ambient occlusion, clouds, and post processing via reflection probes.
Position the sun for a midday sky, adjust angular diameter and flare, and tune sky, aerosol, and fog for daylight lighting.
Adjust iso and aperture for mid-day lighting, review fps and scene details, and tweak metallic, smoothness, and ambient occlusion using mask maps; rebake reflection probes to refine reflections.
Learn to implement hdr sky lighting in Unity using a 4k hdr map converted to a cube map, and adjust exposure and volumetric fog for sun shafts and realism.
Set up local volumetric fog in Unity to surround a defined area with a cube volume, using fog distance and distance fade to keep the foreground clear.
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 post-processing in Unity by tuning bloom, chromatic aberration, white balance, color adjustments, and exposure while managing fog, shadows, HDR lighting, and sky banding for a dramatic, high-fidelity scene.
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.
Finish your experience by reflecting on your learning about lighting in Unity across different render pipelines, and share feedback by rating the course or leaving a comment.
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