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Lights.
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Just like the real world, in Unity
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we use lights to illuminate our scenes.
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Without lights nothing would be visible
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to the cameras in our scene.
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Broadly there are two types of lighting in Unity
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dynamic and baked lighting.
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Dynamic lighting is calculated in
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real time while our game is running.
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This can be achieved simply by adding lights to our scene.
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Baked lighting is calculated offline
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and saved to a texture.
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These lighting texture maps are then applied
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to the baked objects in the scene
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for improved performance.
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For more information on baked and dynamic
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lighting see the lesson linked below.
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To light our scene we use the Light component.
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Like all components in Unity
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the light component is attached to a game object.
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We can move the light within our scene
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using the game objects transform.
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The light component has four different types of lights.
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The Point Light, the Directional Light,
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the Spot Light and for baked
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lighting only, the Area Light.
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Each of these types behave completely differently
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in the way they effect the look of our game.
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The point light behaves like a bare light bulb.
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The point light illuminates objects in the scene
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based on the light's position in the scene.
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Rotation has no influence on the light
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as this light shines equally
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in all directions.
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The directional light behaves like the sun.
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Directional lights effect all the objects in the scene
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lighting them based on the direction of the light
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set by the game object's rotation.
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Position in the scene is irrelevant.
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Spot lights behave like a flashlight
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or headlamps on a car.
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They point in a direction based
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on their transform's rotation
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and illuminate all objects within a cone.
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So spot lights respond to both
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rotation and position.
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Area lights only work when baking a light map.
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Area lights shine in all directions to
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one side of a rectangular plane.
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In addition to these four main types of lights
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there are two other items that can
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influence the lighting in the scene.
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Ambient light and emissive materials.
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Ambient light controls global
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non directional lighting in the scene.
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Ambient light works with both dynamic
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and baked lighting.
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For complete control set the
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ambient light to black
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and use only the lighting in the scene.
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Emissive materials are created by
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setting the emission property in an
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appropriate self-illuminating shader.
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Emissive materials work only with baked lighting.
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For more information see the lessons link below.
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There are several properties that let us
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customise the light.
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Range determines how far a light is
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emitted from the centre of the game object
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holding the light component.
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Range only works with point and spot lights.
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When we have spot selected as our light type
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we also have access to the
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spot angle property.
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Spot angle determines the angle of the cone
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used by the spot light in degrees.
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Colour will control the colour of the light.
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Note the scene gizmo colour will change
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to match the colour property.
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Intensity controls the brightness of the light
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and this is independent of range.
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When trying to light a scene, a combination
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of all of these properties are needed
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to create effective lighting.
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Our lights may appear brighter as we
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increase both intensity and range.
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But they both have different behaviours
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in the way that they light our scene.
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As well as simple illumination
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lights can also use a number of effects.
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Shadows, flares, halos
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and something called a Cookie.
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A cookie acts like a virtual mask
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or flag in front of the light
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to create a patterned shadow.
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Cookies use the alpha channel of a texture
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to give the light a projected shadow pattern.
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Cookies must be a 2D texture
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when working with spot and directional lights.
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Cookies must be a cube map
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when using a point light.
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This makes sense when you think about
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the fact that both spot and directional lights
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are shining in one direction
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and point lights are shining in all directions.
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When using directional lights
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there is an option to change the cookie's size,
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scaling the pattern in the scene.
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Cookies do not work with area lights.
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When using baked lighting cookies only work
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with spot lights and are ignored
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for baked point lights and baked directional lights.
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Shadows.
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There are two types of shadows available
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when casting shadows from a light.
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Hard and Soft shadows.
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Hard shadows are the most efficient.
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Soft shadows are often more convincing.
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But they're most expensive to render.
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When rendering shadows there are several options.
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Strength sets the value of the
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darkness of the shadow.
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Adjust this value until the shadow seems
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correct in the scene.
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Full strength, or the value of 1
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is often too strong.
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Resolution is simply a quality setting.
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By default a light will use the value
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you set in quality settings.
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These values can be overridden here
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on a per light basis.
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For more information see the lesson on
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quality settings.
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Bias controls an offset value
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to optimise shadow rendering
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from any given light.
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Bias is a setting that effects how far
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from objects the shadows will start.
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Values that are too low will produce artefacts,
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but values that are too high will mean
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that the objects appear to be hovering.
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When using directional lights with soft shadows
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there are two additional settings.
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Softness and softness fade.
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The softness is how harsh
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the lines of the shadow will be
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and the softness fade is a measure of
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how far from the camera
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the soft shadows are drawn.
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For more information please see the
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documentation on lights linked below.
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Draw Halo will draw the default
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scene halo around the light.
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Halos respond to both the range
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and intensity of the light.
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Details for the default halo can be
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set in the scene's render settings.
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To override the default halo
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this setting should be left off
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and an individual halo component
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should be used instead.
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A flare is similar to a halo but
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imitates a bright light source
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seen through optical glass.
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When a flare asset is loaded in to the flare slot
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the light will render using a lens flare.
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Flares only respond to the intensity of the light.
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A lens flare component can be attached
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directly to the game object
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but then the flare property on the light
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should remain empty or there will be
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two flares rendered on the light.
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A flare layer component must be attached
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to a camera for that camera
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to render a flare element.
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Render Mode.
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There are two different methods
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of rendering dynamic lights
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using vertex lighting
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and using per pixel lighting.
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Vertex lighting is usually the fastest
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and calculates the scene's lighting
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at the vertices of an objects mesh.
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The lighting is then interpolated
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over the surface of the mesh.
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Per pixel lighting is calculated at every screen pixel
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which is more expensive.
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While pixel lighting is slower to render it does
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allow for some effects that are not possible
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with vertex lighting.
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Normal mapping, light cookies and real time
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shadows are only rendered for pixel lights.
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Spot light shapes and specular highlights
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are much better when rendered
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in pixel mode as well.
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Lights have a big impact on rendering speed.
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The number of pixel lights can be limited
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in the quality settings by
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using the pixel light count property.
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When you are in the forward rendering path
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render mode gives explicit control
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over whether a light should be rendered
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as a vertex or pixel light.
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Important will force the light to be
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rendered per pixel and not important
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will force the light to be rendered
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in a faster mode using per vertex
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or spherical harmonics.
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For more information on render mode and
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render path see the documentation link below.