
To add or remove sorting layers, refer to the Tag Manager - Sorting Layers for more information.Glad to see people talk about my project even before it goes live. Select the desired sorting layers from the drop-down menu for the selected Light. Lights only light up the Sprites on their targeted sorting layers.
#SPRITE DLIGHT VS SPRITE LAMP FULL#
At a value of zero, no Light volume is shown while at a value of one, the Light volume appears at full opacity. Use the Volume Opacity slider to control the visibility of the volumetric light. Volumetric lighting is available to all Light types.

Smaller lights and larger distance values will reduce the difference between fast and accurate. When choosing performance, artefacts may occur. Light quality allows the developer to choose between performance and accuracy. The following examples show the effects of changing the Distance values. This distance does not affect intensity, or transform the position of the Light in the Scene. When enabled, Distance and Accuracy will be visible as new properties.ĭistance controls the distance between the light and the surface of the Sprite, changing the resulting lighting effect. Use Normal MapĪll lights except for global lights can be toggled to use the normal maps in the sprites material. This allows lights which use multiply to brighten a sprite beyond its original color. Color adjusts the lights color, while intensity allows this color to go above 1. Light intensity are available to all types of Lights. This especially affects the appearance of blended Lights when Alpha Blend on Overlap is enabled.

Lower numbered Lights are rendered first, with higher numbered Lights rendered above those below. The Light Order value determines the position of the Light in the Render queue relative to other Lights that target the same sorting layer(s). This can be used to completely overwrite one Light with another where they intersect, but the render order of the Lights is also dependent on the Light Order of the different Lights. When Alpha Blend on Overlap is enabled, Lights are blended together based on their alpha values. This is the default Light blending behavior. When Alpha Blend on Overlap disabled, the Light is blended with other Lights additively, where the pixel values of intersecting Lights are added together. The effects of both modes are shown in the examples below:Īlpha Blend on Overlap disabled (defaults to Additive blending) You can toggle between the two modes by enabling or disabling this property. This property controls the way in the selected Light interacts with other rendered Lights. Select the sorting layers that this Light targets and affects. The value scales from 0 (transparent) to 1 (opaque). Use the slider to select the opacity of the volumetric lighting. Select either Accurate or Fast to adjust the accuracy of the lighting calculations used. This does not Transform the position of the Light in the Scene. Select this to enable the Light to interact with a Sprite's normal map Textures.ĭistance * available when Use Normal Map is checkedĮnter the desired distance (in Unity units) between the Light and the lit Sprite.

Use the color picker to set the color of the emitted light.Įnter the desired brightness value of the Light.

Different blend styles can be customized in the 2D Renderer Asset. Select the blend style used by this Light. Lights with lower values are rendered first, and negative values are valid. Light Order *unavailable for Global LightsĮnter a value here to specify the rendering order of this Light relative to other Lights on the same sorting layer(s). Select this option to blend the selected Light with Lights below it based on their alpha values. The available types are Freeform, Sprite, Parametric, Point, and Global. Select the type of Light you want the selected Light to be. The following are the common properties used by the different Light types. Global: This 2D Light affects all rendered Sprites on all targeted sorting layers.Point: You can control the inner and outer radius, direction and angle of this Light type.Parametric: You can use a n-sided polygon to create this his type of 2D Light.Sprite: You can select a Sprite to create this Light type.Freeform: You can edit the shape of this Light type with a spline editor.Create a 2D Light GameObject by going to GameObject > Light > 2D and selecting one of the five available types:
