class in UnityEngine
/
Inherits from:Behaviour
/
Implemented in:UnityEngine.CoreModule
Script interface for light components.
Use this to control all aspects of Unity's lights. The properties are an exact match for the
values shown in the Inspector.
Usually lights are just created in the editor but sometimes you want to create a light from a script:
using UnityEngine;
public class Example : MonoBehaviour { void Start() { // Make a game object GameObject lightGameObject = new GameObject("The Light");
// Add the light component Light lightComp = lightGameObject.AddComponent<Light>();
// Set color and position lightComp.color = Color.blue;
// Set the position (or any transform property) lightGameObject.transform.position = new Vector3(0, 5, 0); } }
areaSize | The size of the area light (Editor only). |
bakingOutput | This property describes the output of the last Global Illumination bake. |
bounceIntensity | The multiplier that defines the strength of the bounce lighting. |
boundingSphereOverride | Bounding sphere used to override the regular light bounding sphere during culling. |
color | The color of the light. |
colorTemperature | The color temperature of the light. Correlated Color Temperature (abbreviated as CCT) is multiplied with the color filter when calculating the final color of a light source. The color temperature of the electromagnetic radiation emitted from an ideal black body is defined as its surface temperature in Kelvin. White is 6500K according to the D65 standard. A candle light is 1800K and a soft warm light bulb is 2700K. If you want to use colorTemperature, GraphicsSettings.lightsUseLinearIntensity and Light.useColorTemperature has to be enabled. Additional resources: GraphicsSettings.lightsUseLinearIntensity, GraphicsSettings.useColorTemperature. |
commandBufferCount | Number of command buffers set up on this light (Read Only). |
cookie | The cookie texture projected by the light. |
cookieSize | The size of a directional light's cookie. |
cullingMask | This is used to light certain objects in the Scene selectively. |
dilatedRange | The Light.range property describes the range of each point on the light. However, area lights consist of several light-emitting points, and so the effective range is a bit larger, and depends on the size of the area light. This property returns this larger range. Use this property to find whether a given world-space point will be lit by the area light. If not an area light, then returns the same value as Light.range. |
flare | The flare asset to use for this light. |
innerSpotAngle | The angle of the spot light's inner cone in degrees. |
intensity | The Intensity of a light is multiplied with the Light color. |
layerShadowCullDistances | Per-light, per-layer shadow culling distances. Directional lights only. |
lightmapBakeType | This property describes what part of a light's contribution can be baked (Editor only). |
lightShadowCasterMode | Allows you to override the global Shadowmask Mode per light. Only use this with render pipelines that can handle per light Shadowmask modes. Incompatible with the legacy renderers. |
range | The range of each point of the light. Since area lights have a light emitting surface instead of a single point, the cumulative range of the light is larger than this property. This larger range can be read from the Light.dilatedRange property. For non-area lights, Light.range and Light.dilatedRange return the same value. |
renderingLayerMask | Determines which rendering LayerMask this Light affects. |
renderMode | How to render the light. |
shadowAngle | Controls the amount of artificial softening applied to the edges of shadows cast by directional lights (Editor only). |
shadowBias | Shadow mapping constant bias. |
shadowCustomResolution | The custom resolution of the shadow map. |
shadowMatrixOverride | Matrix that overrides the regular light projection matrix during shadow culling. Unity uses this matrix if you set Light.useShadowMatrixOverride to true. |
shadowNearPlane | Near plane value to use for shadow frustums. |
shadowNormalBias | Shadow mapping normal-based bias. |
shadowRadius | Controls the amount of artificial softening applied to the edges of shadows cast by the Point or Spot light (Editor only). |
shadowResolution | The resolution of the shadow map. |
shadows | How this light casts shadows |
shadowStrength | Strength of light's shadows. |
spotAngle | The angle of the spot light's cone in degrees. |
type | The type of the light. |
useBoundingSphereOverride | Set to true to override light bounding sphere for culling. |
useColorTemperature | Set to true to use the color temperature. |
useShadowMatrixOverride | Set to true to enable custom matrix for culling during shadows. |
useViewFrustumForShadowCasterCull | Whether to cull shadows for this Light when the Light is outside of the view frustum. |
AddCommandBuffer | Add a command buffer to be executed at a specified place. |
AddCommandBufferAsync | Adds a command buffer to the GPU's async compute queues and executes that command buffer when graphics processing reaches a given point. |
GetCommandBuffers | Get command buffers to be executed at a specified place. |
RemoveAllCommandBuffers | Remove all command buffers set on this light. |
RemoveCommandBuffer | Remove command buffer from execution at a specified place. |
RemoveCommandBuffers | Remove command buffers from execution at a specified place. |
Reset | Revert all light parameters to default. |
SetLightDirty | Sets a light dirty to notify the light baking backends to update their internal light representation (Editor only). |
enabled | Enabled Behaviours are Updated, disabled Behaviours are not. |
isActiveAndEnabled | Reports whether a GameObject and its associated Behaviour is active and enabled. |
gameObject | The game object this component is attached to. A component is always attached to a game object. |
tag | The tag of this game object. |
transform | The Transform attached to this GameObject. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | The name of the object. |
BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
CompareTag | Checks the GameObject's tag against the defined tag. |
GetComponent | Gets a reference to a component of type T on the same GameObject as the component specified. |
GetComponentInChildren | Gets a reference to a component of type T on the same GameObject as the component specified, or any child of the GameObject. |
GetComponentInParent | Gets a reference to a component of type T on the same GameObject as the component specified, or any parent of the GameObject. |
GetComponents | Gets references to all components of type T on the same GameObject as the component specified. |
GetComponentsInChildren | Gets references to all components of type T on the same GameObject as the component specified, and any child of the GameObject. |
GetComponentsInParent | Gets references to all components of type T on the same GameObject as the component specified, and any parent of the GameObject. |
SendMessage | Calls the method named methodName on every MonoBehaviour in this game object. |
SendMessageUpwards | Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. |
TryGetComponent | Gets the component of the specified type, if it exists. |
GetInstanceID | Gets the instance ID of the object. |
ToString | Returns the name of the object. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindAnyObjectByType | Retrieves any active loaded object of Type type. |
FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |