Files
Bombaleila/Library/PackageCache/com.unity.shadergraph@c8830f61858d/Documentation~/Shader-Graph-Sample-Custom-Lighting-Lighting-Models.md
2026-03-03 00:39:30 +05:00

47 lines
3.3 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
# Lighting Model sub graph reference
Explore the Lighting Model sub graphs used in the [URP Custom Lighting templates](Shader-Graph-Sample-Custom-Lighting-Templates.md) included in the Custom Lighting sample.
These sub graphs are available in the [**Create Node** menu](Create-Node-Menu.md) under the **Lighting** > **Light Models** section.
> [!NOTE]
> To use any of these sub graphs, you must include it in a shader graph set up with the **Universal** (URP) target and the **Unlit** material type.
## Common sub graph structure
Each Lighting Model sub graph includes the following:
* The [ApplyDecals](Shader-Graph-Sample-Custom-Lighting-Components.md#general) sub graph, to blend decal data with the original material properties.
* The [Debug Lighting and Debug Materials](Shader-Graph-Sample-Custom-Lighting-Components.md#debug) sub graphs, to support the debug rendering modes (available in the Rendering Debugger window).
* A sub graph from the [Core Models](Shader-Graph-Sample-Custom-Lighting-Components.md#core-models) category, to define the lighting behavior according to the model.
> [!NOTE]
> The ApplyDecals, DebugLighting, and DebugMaterials sub graph nodes arent strictly required. They enable the decals and debug rendering modes, which are core engine features. When you don't use these features, the corresponding sub graph nodes don't affect your project's performance.
## Available Lighting Model sub graphs
### Lit Basic
This lighting model does very simple lighting and leaves out most lighting features to render as fast as possible. It calculates simple diffuse lighting and a simple form of ambient lighting. It does not support fog, reflections, specular, light cookies, or any other lighting features. But it does render fast and is ideal for low-end mobile devices and XR headsets.
### Lit Colorize
This lighting model is an example of custom behavior type you can create when you can control the lighting model. The main directional light renders the scene in grayscale with no color. Color is introduced with point lights, which allows you to control where the scene has color based on where you place the point lights in the scene.
### Lit Simple
This lighting model is the same as the URP lighting model, except it uses the Blinn formula for the specular highlights. This makes it slightly cheaper to render than standard URP while looking fairly similar. If you still need all of the lighting features (specular, fog, screen space ambient occlusion, reflections, etc), but you want to make the lighting cheaper, this may be a good choice.
### Lit Toon
This lighting model uses a Posterize operation to break the smooth lighting gradient into distinct bands of shading. It simulates the look of cartoons where lighting is rendered with distinct colors of paint rather than smooth gradients.
### Lit URP
This lighting model closely matches the lighting that the Universal Render Pipeline does by default. If you want to start with the URP lighting and then alter it, this is the node to use.
## Additional resources
* [Introduction to lighting model customization](Shader-Graph-Sample-Custom-Lighting-Introduction.md)
* [Get started with the Custom Lighting sample](Shader-Graph-Sample-Custom-Lighting-Get-Started.md)
* [URP Custom Lighting template reference](Shader-Graph-Sample-Custom-Lighting-Templates.md)