Fake Lights URP
Launched Jul 2026 13d
Updated Jul 2026 13d Active
Decanter Studio
Price history
Tracked store price
Price history from $20.99 to $20.99 between Jul 16 – Jul 28, 2026. Latest price $20.99 (store sale). Marked events: Jul 16 full price, Jul 17 store sale.
Hover or focus a point for sale details
Price change log 2
- Jul 16, 2026 Full price $20.99
- Jul 17, 2026 Store sale $20.99
Signals
Market Intelligence: Real-Time Comparison
What assets seem to be similar to this one?
| Asset | ||||
|---|---|---|---|---|
| Current price |
$29.99
$20.99 |
$20.00 |
$69.99 |
$40.00 |
| Momentum (daily pageviews) | 333 | 346 | 799 | 1,073 |
| Rating | ||||
| Days since update | < 30 days | < 30 days | < 30 days | 4.3 months ago |
| Pipelines | URP | URP Built-in | URP Built-in | URP |
Render pipelines
Description
Fake Lights URP adds additive fill and mood lighting to Universal Render Pipeline scenes at a low, predictable cost. All lights are evaluated together in a single screen-space pass, so adding more of them scales gently — which is why it suits VR, mobile, and other projects where the real-time light budget is tight.
Use it for the lighting that real-time lights make expensive: neon signs, fill light in shadowed areas, colored washes along hallways, panel and screen glow, and interior lamps. Place a light, set its color and intensity, and it contributes immediately, in the editor and at runtime.
Supported lights
- Point — omni-directional glow for lamps, fires, and effects
- Spot — focused cones with adjustable edge softness
- Tube — long emitters for neon strips and fluorescent fixtures
- Disc — round lights for ceiling fixtures and portholes
- Area — rectangular light for windows, screens, and panels
In URP, area lights are available only as baked rectangular lights — there is no real-time area light, no disc light, and no tube light at all. Here, tube, disc, and rectangular area emitters all work in real time, with no baking step.
Controls
Every light exposes color, intensity, range, diffuse softness, and a specular highlight, plus shape-specific settings (cone angles, tube length and radius, disc focus, area size, spread, and edge softness). The Albedo option tints lighting by surface color, with optional metallic or glossy surface response. Every parameter is also a public C# property, so lights can be driven from script at runtime.
Controlling light spill
Fake lights are additive and cast no shadows, so their contribution can spill through walls. Mask Volumes — box or sphere regions in Include or Exclude mode — define which lights a given region shows, which keeps lighting separated room by room without any shadow-map cost. Per-light distance culling, a visible-light cap, and a half-resolution composition mode are available to manage cost in dense scenes.
Limitations
Fake lights are a purely additive, screen-space effect. That is the source of their performance, but it comes with trade-offs:
- They don't cast shadows. Light passes through walls and objects, so they work best as fill light, mood, and decorative glow — not as your main (key) lights. A built-in Mask Volume keeps a light from spilling into the next room.
- They light solid surfaces only. See-through objects — glass, water, particles — won't pick up fake light. Light those with regular Unity lights or glowing (emissive) materials.
- They sit on top of your scene. They don't mix with baked lighting, lightmaps, or reflection probes.
- One camera at a time. Split-screen (two views showing different fake lights at once) isn't supported.
- Linear color space only. Gamma is not supported.
- Modern graphics API required. Shader model 4.5 (DirectX 11+, Vulkan, Metal); OpenGL ES 2.0/3.0 are not supported.
Requirements
- Unity 6000.0 or newer with Universal Render Pipeline (URP 17.x)
- Linear color space
- DirectX 11+, Vulkan, or Metal (modern desktop, mobile, and VR)
Key features
- Fake light shapes: point, spot, tube, disc, and rectangular area
- Tube, disc, and area shapes work in real time — URP otherwise offers area only as a baked rectangular light, with no disc or tube light
- Single additive screen-space pass — low, predictable cost suited to VR and mobile
- Mask Volumes (box and sphere, Include/Exclude) to control light spill between regions
- Albedo tinting by surface color, with optional metallic or glossy surface response
- Full C# scripting API — every parameter is a public property, updated immediately
- Cost controls: visible-light cap, per-light distance culling, half-resolution composition
- Single-pass instanced VR support
- Universal Render Pipeline (URP 17.x), Unity 6000.0 or newer