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Assets/Tutorials/Pages/LightsPage1.asset
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Assets/Tutorials/Pages/LightsPage1.asset
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m_Untranslated: Directional light
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m_Untranslated: "<b>Lights</b> are added to the Scene with the <i>GameObject</i>
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menu or with the right-click menu in the <i>Hierarchy.</i>\n\nThe sunlight
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is simulated with a <b>Directional Light,</b> a type of light with an infinite
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range and no intensity falloff. Let\u2019s see how it is set up in this
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Scene.\n\n1. In the <i>Hierarchy,</i> select <b>Root</b> > <b>Lighting</b>
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> <b>Outdoor</b> > <b>MainLight.</b>\n\n2. In the <i>Inspector,</i> in
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the <b>Light</b> component, in the <b>General</b> foldout, notice that
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the <b>Type</b> is set to <b>Directional.</b> \n\n3. Change the <b>Type</b>
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to <b>Spot</b> and observe that most of the Scene is not illuminated anymore,
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as the Spot light only affects the area defined by its cone. Undo your
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change.\n\n4. In the <b>Emission</b> foldout, see that the color of the
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light can be defined using the <b>Filter and Temperature</b> mode. This
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mode provides a physically based way to control the light's color.\n\n5.
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Experiment with the <b>Filter</b>, <b>Temperature</b> and <b>Intensity</b>
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properties to understand how they affect the Scene. You can also switch
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to <b>Color</b> mode to directly adjust the light's color.\n\n6. Undo your
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changes.\n\n\n<b>Expert Tips</b>\n\nUnlike HDRP, URP does not provide physically-based
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intensity units. Therefore, there are no particular rules when selecting
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an intensity, as long as it fits the art direction. \n\nThe intensity value
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you decide to use is primarily influenced by your post-processing settings,
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notably the <b>Post Exposure</b> in the <b>Color Adjustments</b> Volume
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override, as it greatly affects the perceived brightness of the Scene."
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