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simulatorDesign/Assets/Tutorials/Pages/LightsPage1.asset
2025-06-18 10:34:00 +09:00

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m_Untranslated: "<b>Lights</b> are added to the Scene with the <i>GameObject</i>
menu or with the right-click menu in the <i>Hierarchy.</i>\n\nThe sunlight
is simulated with a <b>Directional Light,</b> 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 <i>Hierarchy,</i> select <b>Root</b> > <b>Lighting</b>
> <b>Outdoor</b> > <b>MainLight.</b>\n\n2. In the <i>Inspector,</i> in
the <b>Light</b> component, in the <b>General</b> foldout, notice that
the <b>Type</b> is set to <b>Directional.</b> \n\n3. Change the <b>Type</b>
to <b>Spot</b> 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 <b>Emission</b> foldout, see that the color of the
light can be defined using the <b>Filter and Temperature</b> mode. This
mode provides a physically based way to control the light's color.\n\n5.
Experiment with the <b>Filter</b>, <b>Temperature</b> and <b>Intensity</b>
properties to understand how they affect the Scene. You can also switch
to <b>Color</b> mode to directly adjust the light's color.\n\n6. Undo your
changes.\n\n\n<b>Expert Tips</b>\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 <b>Post Exposure</b> in the <b>Color Adjustments</b> Volume
override, as it greatly affects the perceived brightness of the Scene."
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