Version: Unity 6 (6000.0)
Language : English
Light component Inspector window reference for the Built-In-Render-Pipeline
Lighting reference

Optimize lighting in the Built-In Render Pipeline

To optimize the lights in your sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
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, avoid Unity using multiple render passes to render GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
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, or doing too much work to render lighting. This reduces the number of the draw calls the CPU sends, and the number of vertices and pixelsThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info
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the GPU processes.

Do the following:

  • Use lightmapping to light static objects, instead of realtime lightsLight components whose Mode property is set to Realtime. Unity calculates and updates the lighting of Realtime Lights every frame at runtime. No Realtime Lights are precomputed. More info
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    .
  • Avoid combining meshes if they’re lit by different realtime per-pixel lights, because Unity calculates every light for every combined meshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More info
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    .
  • Avoid lighting GameObjects with multiple per-pixel lights.

Prioritize lights

To avoid lighting GameObjects with multiple per-pixel lights, prioritize which lights provide per-pixel lighting based on which GameObjects they light.

For example, in a driving game, prioritize the car headlights as a per-pixel light, but deprioritize the rear lights and distant lampposts.

To decrease the number of per-pixel lights, do any of the following:

To increase the number of per-pixel lights, do any of the following:

Disable per-vertex and spherical harmonics (SH) lights

To disable per-vertex and SH lights in a custom shaderA program that runs on the GPU. More info
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, add the OnlyDirectional tag to the Pass in your ShaderLabUnity’s language for defining the structure of Shader objects. More info
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code. For more information, refer to Pass tags in ShaderLab reference.

Additional resources

Light component Inspector window reference for the Built-In-Render-Pipeline
Lighting reference