Lights
A Light (class 108) is a component on a GameObject. It stores its type (m_Type: 0 spot, 1 directional, 2 point,
3 rectangle area, 4 disc area), colour, intensity, range, spot angle and inner spot angle, shadow type, and how it is baked.
Sourced · Unity scripting reference A light shines along its GameObject’s local +Z. Sourced · Unity scripting reference
How the pipeline reads the numbers
Section titled “How the pipeline reads the numbers”| Property | Interpretation | Confidence |
|---|---|---|
| colour | gamma-encoded as stored; URP shades with the colour in linear space, so it is the sRGB decode of the stored value; a colour temperature, when the light uses one, scales it further | Sourced · Universal Render Pipeline source |
| intensity | URP lights a surface with colour × intensity / d² for point and spot lights within their range and colour × intensity for a directional light; the number has no unit (URP’s light unit field is not used by its shading) |
Sourced · Universal Render Pipeline source |
| range | where URP’s attenuation reaches zero: URP squares the stored range and floors the square at 0.0001 (1 / max(0.0001, range²)), so a negative range reaches as far as its magnitude and one below 0.01 reaches 0.01; an infinite range has no falloff to zero; a range that is not a number makes the attenuation not a number |
Sourced · Universal Render Pipeline source |
| spot cone | the spot angles are full cone angles in degrees: the half angle is spot_angle / 2, the inner half angle inner_spot_angle / 2 |
Sourced · Universal Render Pipeline source |
| shadows | m_Shadows.m_Type 0 none, 1 hard, 2 soft |
Sourced · Unity scripting reference |
| area lights | rectangle and disc lights are baked-only in URP | Sourced · Universal Render Pipeline source |
The built-in pipeline attenuates point and spot lights by its own falloff, not the inverse square, and in a linear-colour project without linear light intensity applies the intensity in gamma space. Sourced · Unity scripting reference
The sun
Section titled “The sun”URP makes one light its main light: among the visible directional lights, the one RenderSettings.m_Sun names, else the one
with the greatest intensity above 0 (the first in its visible-light order on a tie). Sourced · Universal Render Pipeline source
URP does this only when its asset’s main light mode is per-pixel
(script fields). Sourced · Universal Render Pipeline source
The stored m_Sun of every scene of SkateBIRD and of Sledding Game build 25351629 is null (file id 0, path id 0), so the sun is
chosen by intensity. Proven · SkateBIRD, Sledding PEAK’s five loose scenes also store none. Observed · PEAK In
Sledding Game build 26054124 level1 stores m_Sun naming Sledding Weather Sphere/Sky/Sun Offset/Sun Light. Observed · Sledding
Lights in the scenes
Section titled “Lights in the scenes”Counts by light type and the directional lights, over all Light objects of each scene file (state — inactive objects
and disabled lights — is not applied):
| Scene | Spot | Point | Directional | Directional lights (intensity, shadows) | Confidence |
|---|---|---|---|---|---|
SkateBIRD level1 |
0 | 10 | 5 | four at 0.5 or 0.3 without shadows, one at 1.0 with soft shadows | Observed · SkateBIRD |
SkateBIRD level2 |
0 | 16 | 1 | 0.5, soft | Observed · SkateBIRD |
SkateBIRD level3 |
2 | 0 | 1 | 1.0, soft | Observed · SkateBIRD |
SkateBIRD level4 |
4 | 29 | 2 | 0.5 (colour 0.877, 0.839, 1.0) and 1.0, soft | Observed · SkateBIRD |
SkateBIRD level5 |
1 | 1 | 5 | four without shadows, one at 1.0 soft | Observed · SkateBIRD |
SkateBIRD level7 |
0 | 22 | 1 | 0.8, white, soft | Observed · SkateBIRD |
SkateBIRD level12 |
0 | 3 | 2 | both 1.0, soft | Observed · SkateBIRD |
SkateBIRD level13 |
0 | 38 | 1 | 1.0, soft | Observed · SkateBIRD |
Sledding Game level1, build 25351629 |
26 | 30 | 1 | 2.0, white, soft | Observed · Sledding |
PEAK level1 |
0 | 0 | 2 | 3.0 (colour 1.0, 0.955, 0.801) soft, and 0.01 disabled | Observed · PEAK |
PEAK level3 |
1 | 0 | 3 | 3.0 and 2.0 soft, and 0.01 disabled | Observed · PEAK |
In Sledding Game build 26054124 level1 has two shining directional lights, Sledding Weather Sphere/Sky/Sun Offset/Sun Light
(the light m_Sun names) and Sledding Weather Sphere/Sky/Moon Light, both of intensity 2 and not baked; 56 non-directional
lights shine (53 in build 25351629). Observed · Sledding Build 25351629 had one unnamed Directional Light, chosen as the
brightest. Observed · Sledding
Lightmaps
Section titled “Lightmaps”A scene’s baked lighting is described by its LightmapSettings object (class 157): the list of lightmaps (m_Lightmaps), the
lighting data asset (m_LightingDataAsset, in newer versions), the light probes (m_LightProbes, a LightProbes object) and the lightmap mode.
Sourced · Unity scripting reference The LightProbes object (class 258) is in the shared assets: one in SkateBIRD’s sharedassets0
and one in Sledding Game’s sharedassets1. Observed In every scene read, m_Lightmaps is empty and there is no lighting data asset: the ten level
scenes of SkateBIRD (0 to 7, 12 and 13), both scenes of Sledding Game and PEAK’s five loose scenes. Proven · SkateBIRD, Sledding
Observed · PEAK The games draw with realtime lighting, reflection probes and ambient probes only, even where lights are
flagged mixed or baked. Observed
Shadow settings by quality level
Section titled “Shadow settings by quality level”QualitySettings stores, per quality level, the shadow mode (0 disabled, 1 hard only, 2 all), the shadow distance, the cascade
count (the built-in pipeline’s; a URP asset replaces it), and the pixel light count. Observed
| Game | Levels | Shadows | Distance | Cascades | Confidence |
|---|---|---|---|---|---|
| SkateBIRD | Fastest, Fast, Simple, Good, Beautiful, Fantastic | 0, 0, 1, 2, 2, 2 | 15, 20, 20, 40, 70, 150 m | 1, 1, 1, 2, 2, 4 | Proven · SkateBIRD |
| Sledding Game | PC Low, PC Medium, PC High | 2, 2, 2 | 40 m each | 2 each | Proven · Sledding |
| PEAK 3.0.0 | High Fidelity | 2 | 80 m | 1 | Proven · PEAK |
Sledding Game’s three levels each point to their own URP asset; a level’s URP asset replaces the built-in cascade count. Proven · Sledding
SkateBIRD
Section titled “SkateBIRD”SkateBIRD’s sun is a soft-shadow directional light of colour (1.0, 0.9569, 0.8392) in most scenes, with Unity Euler angles
(50°, 113.29°, 0°) in the bedrooms and the playground, (50°, 150°, 0°) on the rooftop, (50°, 180°, 0°) in the office,
(50°, −30°, 0°) in the server room and flashback, and (30°, 39°, 0°) in skate heaven. Observed · SkateBIRD
The extra Boundary Fill Light directional lights of the bedrooms (intensity 0.5 and 0.3) are the unshadowed ones.
Observed · SkateBIRD
SkateBIRD’s lights carry bake types (m_Lightmapping: 4 realtime, 2 baked, 1 mixed). level1 has ten mixed point lights;
level7 has twenty mixed and two baked point lights; every other light measured is realtime.