Light source properties

This page details the properties you can set for placeable light sources.

Common properties

Enabled
Determines whether or not the light emits light into the scene. Use this switch to toggle the light on and off.
Type
Determines the type of light source this object is: how it emits light, or what kind of volume bounds the light that it emits. Depending on what you select here, you may have different settings for the light's extents. See the sections below.
Color
Sets the color of the light emitted by this source.
Intensity
Sets the maximum brightness of the light.
Cast Shadows
Determines whether or not this source casts shadows when the light it emits is blocked by an object in the scene.
Shadow Bias
For shadow-casting lights, this setting offsets the light's shadow map when projecting the shadows onto the objects in the scene. This can help to avoid artifacts. See also Shadows.
Baked
When checked, this light source will only emit light during baking. The real-time renderer will not apply any contributions from this light. Enable this setting if you want to bake the direct light and shadow from this source as well as its indirect light.
Material Resource
Sets the material used to calculate the light emitted by this source. See also Create a custom light material.

Light Gizmo settings

Gizmo scale
Scales the gizmo to adjust the size of the light icon.
Gizmo adaptive scale
When enabled, this scales the light gizmo based on the camera distance, making it easy to view the light icon on zoom level changes.

Omni-directional lights

Start Light Falloff
The distance from the light source's position at which the light begins to attenuate. Anything closer to the light source than this distance is lit with the light's full intensity.
End Light Falloff
The distance from the light source's position at which the light has attenuated to zero. Nothing farther away than this distance will be affected by the light from this source.

Spot lights

Start Light Falloff
The distance from the light source's position at which the light begins to attenuate. Anything closer to the light source than this distance is lit with the light's full intensity.
End Light Falloff
The distance from the light source's position at which the light has attenuated to zero. Nothing farther away than this distance will be affected by the light from this source.
Start Angle Falloff
The distance from the spot light's projection axis at which the light begins to attenuate. Anything closer to the center of the spot than this distance is lit with the light's full intensity.
End Angle Falloff
The distance from the spot light's projection axis at which the light has attenuated to zero. Nothing farther away than this distance will be affected by the light from this source.

Box lights

Box lights have a three-dimensional bounding box that is defined by two diagonally opposite corners called the minima and maxima. The minima is the corner with the lowest distance values from the light source position on all three local axes, and the maxima is the corner with the largest distance values.

The value of each axis in the Box Min control should be lower than the same axis in the Box Max control.

Box Min
The distance from the position of the light source to the minima of the box, on all three (X, Y, Z) axes of the light's local space.
Box Max
The distance from the position of the light source to the maxima of the box, on all three (X, Y, Z) axes of the light's local space.