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Lights

UnityLighting and skyApplies toSkateBIRDSleddingPEAK

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

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

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

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

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

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’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.