Lights
This page serves as a general guide for Light Sources.
The Light Object
An object may only be lit up by 8 light sources at once! Anything more than that will cause flickering.
Type
Point Light
is the most common one you need. It emits light in all directions from its position.Spotlight
emits in the forward direction. You'll need to rotate it to orient it in the way you want.Directional
Light is a sun-like light source. It illuminates all faces at the angle its rotated at. Directional Light's position is irrelevant, it's only the rotation that matters.- More specific information on Unity Docs with pictures.
Range
- At which distance should the light fully fade off. Higherrange
also makes the light brighter closer to the center.Intensity
- How bright the light should be. Usually in ULTRAKILL's case, it'll usually be in the 4-10 range.Culling Mask
- This specifies what layers should the Light Source illuminate. This allows you to create seperate Light Sources so they don't leak into each other for example indoors and outdoors area.
Any other setting is irrelevant in ULTRAKILL's case. ULTRAKILL does not support shadows or light baking.
Lighting Settings
To open up the Light Settings, navigate to it like so: Window > Rendering > Lighting Settings
Do not press Generate Lights
. PSX Shaders do not support baking lights.
Environment
Skybox Material
is the Skybox that shows up on your level.- Make sure
Render Skybox
is enabled on your MapInfo Game Object.
- Make sure
Environment Lighting
- Ambient color of the level. All objects are lit by the given color.Skybox
adjusts the color automatically on the given Skybox.Gradient
smoothly blends between 3 colors.Color
is a single color of ambient light. White results in a full bright level, black results in a pitch dark level which has to be lit up by multiple Light Sources.
Other Settings (Fog)
Fog is off by default. Enabling it will make far away objects fade into the selected color.
Color
is the color to fade into.Mode
is the type of curve to use for fading.Linear
is the best and easiest to use.Start
is the distance where objects will start fading. Any objects below this distance are fully visible.End
is the distance where the object is fully faded, and is just a silhouette of the specifiedColor
.
Fog Settings example on White Cubes, with Black Fog Color
, Start
value of 0, and End
value of 300.
The Long cube is 568 units long, the 4th small cube is at the 300 Unit Mark
For setting the Fog Color
, click the eyedropper icon
to the right, and click on the Skybox in your scene view. This will ensure far away objects will blend into the skybox perfectly.
When clicking the eyedropper
icon, you can pick colors from anywhere, including other applications.