Version: Unity 6 (6000.0)
LanguageEnglish
  • C#

Light

class in UnityEngine

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Inherits from:Behaviour

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Implemented in:UnityEngine.CoreModule

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Description

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); } }

Properties

areaSizeThe size of the area light.
bakingOutputThis property describes the output of the last Global Illumination bake.
bounceIntensityThe multiplier that defines the strength of the bounce lighting.
boundingSphereOverrideBounding sphere used to override the regular light bounding sphere during culling.
colorThe 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.
commandBufferCountNumber of command buffers set up on this light (Read Only).
cookieThe cookie texture projected by the light.
cookieSizeThe size of a directional light's cookie.
cullingMaskThis 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.
enableSpotReflectorWether a Spot Light should simulate having a reflector.
flareThe flare asset to use for this light.
forceVisibleForce a light to be visible even if outside the view frustum.
innerSpotAngleThe angle of the spot light's inner cone in degrees.
intensityThe Intensity of a light is multiplied with the Light color.
layerShadowCullDistancesPer-light, per-layer shadow culling distances. Directional lights only.
lightmapBakeTypeThis property describes what part of a light's contribution can be baked (Editor only).
lightShadowCasterModeAllows 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.
lightUnitThe unit Light.intensity should be displayed in.
luxAtDistanceHow far away to measure LightUnit.Lux from.
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.
renderingLayerMaskDetermines which rendering LayerMask this Light affects.
renderModeHow to render the light.
shadowAngleControls the amount of artificial softening applied to the edges of shadows cast by directional lights (Editor only).
shadowBiasShadow mapping constant bias.
shadowCustomResolutionThe custom resolution of the shadow map.
shadowMatrixOverrideMatrix that overrides the regular light projection matrix during shadow culling. Unity uses this matrix if you set Light.useShadowMatrixOverride to true.
shadowNearPlaneNear plane value to use for shadow frustums.
shadowNormalBiasShadow mapping normal-based bias.
shadowRadiusControls the amount of artificial softening applied to the edges of shadows cast by the Point or Spot light (Editor only).
shadowResolutionThe resolution of the shadow map.
shadowsHow this light casts shadows
shadowStrengthStrength of light's shadows.
spotAngleThe angle of the spot light's cone in degrees.
typeThe type of the light.
useBoundingSphereOverrideSet to true to override light bounding sphere for culling.
useColorTemperatureSet to true to use the color temperature.
useShadowMatrixOverrideSet to true to enable custom matrix for culling during shadows.
useViewFrustumForShadowCasterCullWhether to cull shadows for this Light when the Light is outside of the view frustum.

Public Methods

AddCommandBufferAdd a command buffer to be executed at a specified place.
AddCommandBufferAsyncAdds a command buffer to the GPU's async compute queues and executes that command buffer when graphics processing reaches a given point.
GetCommandBuffersGet command buffers to be executed at a specified place.
RemoveAllCommandBuffersRemove all command buffers set on this light.
RemoveCommandBufferRemove command buffer from execution at a specified place.
RemoveCommandBuffersRemove command buffers from execution at a specified place.
ResetRevert all light parameters to default.
SetLightDirtySets a light dirty to notify the light baking backends to update their internal light representation (Editor only).

Inherited Members

Properties

enabledEnabled Behaviours are Updated, disabled Behaviours are not.
isActiveAndEnabledReports whether a GameObject and its associated Behaviour is active and enabled.
gameObjectThe game object this component is attached to. A component is always attached to a game object.
tagThe tag of this game object.
transformThe Transform attached to this GameObject.
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public Methods

BroadcastMessageCalls the method named methodName on every MonoBehaviour in this game object or any of its children.
CompareTagChecks the GameObject's tag against the defined tag.
GetComponentGets a reference to a component of type T on the same GameObject as the component specified.
GetComponentInChildrenGets a reference to a component of type T on the same GameObject as the component specified, or any child of the GameObject.
GetComponentIndexGets the index of the component on its parent GameObject.
GetComponentInParentGets a reference to a component of type T on the same GameObject as the component specified, or any parent of the GameObject.
GetComponentsGets references to all components of type T on the same GameObject as the component specified.
GetComponentsInChildrenGets references to all components of type T on the same GameObject as the component specified, and any child of the GameObject.
GetComponentsInParentGets references to all components of type T on the same GameObject as the component specified, and any parent of the GameObject.
SendMessageCalls the method named methodName on every MonoBehaviour in this game object.
SendMessageUpwardsCalls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
TryGetComponentGets the component of the specified type, if it exists.
GetInstanceIDGets the instance ID of the object.
ToStringReturns the name of the object.

Static Methods

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindAnyObjectByTypeRetrieves any active loaded object of Type type.
FindFirstObjectByTypeRetrieves the first active loaded object of Type type.
FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.
InstantiateAsyncCaptures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation.

Operators

boolDoes 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.