%YAML 1.1 %TAG !u! tag:unity3d.com,2011: --- !u!114 &11400000 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: ff771ccdf4150419d9ff4d342b069aae, type: 3} m_Name: LightsPage1 m_EditorClassIdentifier: Title: m_Untranslated: Directional light m_Paragraphs: m_Items: - m_Type: 6 Title: m_Untranslated: Text: m_Untranslated: m_Tutorial: {fileID: 0} m_Image: {fileID: 2800000, guid: 1468eefb51890cc45b92aafcab5073d7, type: 3} m_Video: {fileID: 0} m_CriteriaCompletion: 0 m_Criteria: m_Items: [] m_MaskingSettings: m_MaskingEnabled: 0 m_UnmaskedViews: [] m_Summary: m_Description: m_InstructionBoxTitle: m_InstructionText: m_TutorialButtonText: - m_Type: 0 Title: m_Untranslated: Text: m_Untranslated: "Lights are added to the Scene with the GameObject menu or with the right-click menu in the Hierarchy.\n\nThe sunlight is simulated with a Directional Light, a type of light with an infinite range and no intensity falloff. Let\u2019s see how it is set up in this Scene.\n\n1. In the Hierarchy, select Root > Lighting > Outdoor > MainLight.\n\n2. In the Inspector, in the Light component, in the General foldout, notice that the Type is set to Directional. \n\n3. Change the Type to Spot and observe that most of the Scene is not illuminated anymore, as the Spot light only affects the area defined by its cone. Undo your change.\n\n4. In the Emission foldout, see that the color of the light can be defined using the Filter and Temperature mode. This mode provides a physically based way to control the light's color.\n\n5. Experiment with the Filter, Temperature and Intensity properties to understand how they affect the Scene. You can also switch to Color mode to directly adjust the light's color.\n\n6. Undo your changes.\n\n\nExpert Tips\n\nUnlike HDRP, URP does not provide physically-based intensity units. Therefore, there are no particular rules when selecting an intensity, as long as it fits the art direction. \n\nThe intensity value you decide to use is primarily influenced by your post-processing settings, notably the Post Exposure in the Color Adjustments Volume override, as it greatly affects the perceived brightness of the Scene." m_Tutorial: {fileID: 0} m_Image: {fileID: 0} m_Video: {fileID: 0} m_CriteriaCompletion: 0 m_Criteria: m_Items: [] m_MaskingSettings: m_MaskingEnabled: 0 m_UnmaskedViews: [] m_Summary: m_Description: m_InstructionBoxTitle: m_InstructionText: m_TutorialButtonText: m_CameraSettings: m_CameraMode: 1 m_FocusMode: 0 m_Orthographic: 0 m_Size: 10 m_Pivot: {x: 7.3574047, y: -5.1580844, z: -10.541923} m_Rotation: {x: -0.06636536, y: -0.93259335, z: 0.22704615, w: -0.27261335} m_FrameObject: m_SceneGuid: m_GameObjectGuid: m_SerializedComponentType: m_TypeName: m_ComponentIndex: 0 m_AssetObject: {fileID: 0} m_Prefab: {fileID: 0} m_Enabled: 1 NextButton: m_Untranslated: Next DoneButton: m_Untranslated: Done m_CompletedSound: {fileID: 0} m_AutoAdvance: 0 Showing: m_PersistentCalls: m_Calls: [] Shown: m_PersistentCalls: m_Calls: [] Staying: m_PersistentCalls: m_Calls: [] CriteriaValidated: m_PersistentCalls: m_Calls: [] MaskingSettingsChanged: m_PersistentCalls: m_Calls: [] NonMaskingSettingsChanged: m_PersistentCalls: m_Calls: [] m_OnBeforePageShown: m_PersistentCalls: m_Calls: [] m_OnAfterPageShown: m_PersistentCalls: m_Calls: [] m_OnTutorialPageStay: m_PersistentCalls: m_Calls: [] m_OnBeforeTutorialQuit: m_PersistentCalls: m_Calls: [] m_NextButton: m_DoneButton: