Lighting & Post-Processing
Overview
Unity lighting setup and post-processing effects for atmosphere, mood, and visual polish. Covers URP and HDRP Volume system.
When to Use
- •Use when setting up scene lighting
- •Use when adding visual polish (bloom, vignette)
- •Use when creating mood/atmosphere
- •Use when optimizing lighting for performance
- •Use when baking lightmaps
Architecture
code
┌─────────────────────────────────────────────────────────────┐ │ LIGHTING SETUP │ ├─────────────────────────────────────────────────────────────┤ │ │ │ DIRECT LIGHTS INDIRECT LIGHT │ │ ┌──────────────┐ ┌──────────────┐ │ │ │ Directional │ │ Lightmaps │ (Baked) │ │ │ Point │ │ Light Probes │ (Dynamic obj) │ │ │ Spot │ │ Reflection │ (Specular) │ │ │ Area (Baked) │ │ Probes │ │ │ └──────────────┘ └──────────────┘ │ │ │ └─────────────────────────────────────────────────────────────┘ ┌─────────────────────────────────────────────────────────────┐ │ POST-PROCESSING STACK │ ├─────────────────────────────────────────────────────────────┤ │ Volume (Global/Local) → Profile → Effects │ │ ┌────────┐ ┌────────┐ ┌────────┐ ┌────────┐ ┌────────┐ │ │ │ Bloom │ │ Color │ │Vignette│ │ DOF │ │ Motion │ │ │ │ │ │ Grade │ │ │ │ │ │ Blur │ │ │ └────────┘ └────────┘ └────────┘ └────────┘ └────────┘ │ └─────────────────────────────────────────────────────────────┘
Light Types
| Type | Use Case | Shadows |
|---|---|---|
| Directional | Sun, moon, main light | ✅ |
| Point | Lamps, fires, orbs | ✅ |
| Spot | Flashlights, spotlights | ✅ |
| Area | Soft room lighting | Baked only |
Post-Processing Effects
| Effect | Impact | Use |
|---|---|---|
| Bloom | Medium | Glow, HDR highlights |
| Color Grading | Low | Mood, LUT |
| Vignette | Low | Focus, atmosphere |
| Depth of Field | High | Focus effect |
| Motion Blur | High | Speed feeling |
| Ambient Occlusion | High | Contact shadows |
| Screen Space Reflections | High | Reflective surfaces |
Best Practices
- •✅ Use Global Volume for base settings
- •✅ Use Local Volumes for area-specific effects
- •✅ Bake static lighting for performance
- •✅ Use Light Probes for dynamic objects
- •✅ Keep bloom subtle (intensity < 1)
- •❌ NEVER use real-time shadows for all lights
- •❌ NEVER enable all effects on mobile
- •❌ NEVER over-saturate color grading
Few-Shot Examples
Example 1: Sunset Mood
User: "Create a warm sunset atmosphere."
Agent:
code
Directional Light: - Color: RGB(255, 180, 100) - Intensity: 1.2 - Rotation: X=15 (low angle) Volume Profile: - Color Grading: Warm temperature +20 - Bloom: Intensity 0.5, Threshold 0.9 - Vignette: Intensity 0.3
Example 2: Horror Scene
User: "Dark, scary lighting setup."
Agent:
code
Lighting: - Directional: Disabled or very dim - Point lights: Cold blue, low intensity - Spot: Harsh white for flashlight Volume: - Color Grading: Desaturated, lift shadows blue - Vignette: 0.4 intensity - Grain: Enable for film look - Fog: Volumetric if HDRP
Example 3: Stylized Game
User: "Bright, colorful cartoon look."
Agent:
code
Lighting: - Directional: White, Intensity 1.5 - Ambient: Bright gradient sky Volume: - No Bloom or subtle - Color Grading: Boost saturation +10 - No Vignette - Consider Tonemapping: Neutral
Pipeline Specific
- •URP: Volume system, limited effects
- •HDRP: Full feature set, volumetric fog
- •Built-in: Post Processing Stack v2
Related Skills
- •
@shader-graph-expert- Custom effects - •
@vfx-graph-shuriken- Particle bloom interaction - •
@cinemachine-specialist- Camera DOF