How to spice up your VR space by Unity’s Light component

In this article,  I explain how to spice up your VR space using real-time lighting by Unity’s light component. By using the light component, you can not only improve the appearance but also boost the presence of your VR space by casting the shadows. I also introduce some ideas of the gimmick by using shadows, so please try creating a VR space by making good use of the light component after reading this article.

サンプルプロジェクト

The sample project

Samples

You can taste the sample space from STYLY GALLERY. Light&Shadow You can download the Unity project introduced in this article. STYLY-Unity-Examples  

What is the light component in Unity?

‘Light’ in Unity is the object of the light source in a scene as its name implies. If you place this light source, the surrounding objects under the influence of the light are shaded in and cast their shadows. There are three types of lights, ‘Directional lights’, ‘Spot lights’, ‘Point lights’, available in Unity. STYLY also supports those three types of light.

The types of light

  Directional lights Point lights Spot lights
Image
Description The light behaves like the sun, which illuminates all objects in the scene as if the light is from the same direction. The source sends out light in all directions from a point. As its name suggests, it’s a spotlight-type light source. You can adjust the range and angle of the illumination.
Note There is ‘directional light’ available in STYLY by default even if you don’t bring it in from Unity.    

How to use light in STYLY

You can directly import the lights created with Unity into STYLY, but there is one thing to note. That is, you have to select ‘Important’ for ‘Render Mode’ in the light setting. Now, I explain how to actually create a light

Place a light

Firstly, place an object in the scene to work on lighting while checking the shadows and etc. This time, we prepare a simple cube and sphere. Right-click on the Hierarchy window and select ‘3D Object > Cube’.

Cubeの配置

Place a Cube

Next, right-click on the Hierarchy window and select ‘3D Object > Sphere’.

Sphereの配置

Place a Sphere

Scale down the created Sphere a bit and move it above the Cube. Now all objects have been prepared.

Sphereを小さくして Cubeの上に配置

Reduce the size of the Sphere and put it above the Cube.

Next, place a light. This time, create a spotlight so that it illuminates the Sphere from above to cast the shadow on the Cube. At first, right-click on the Hierarchy window and select ‘Light > Spotlight’.

Spotlightの配置

Place a spotlight

Move the created spotlight with ‘Move Tool’ and put it above the Cube. In this state, it doesn’t cast the shadow yet. You need to change the light setting so that it cast the shadow.

SpotlightをMoveToolで移動

Move the Spotlight with MoveTool

Change the property of the light to cast the shadow

Next, change the property to cast the shadow with the light component. Open the Inspector of the Spotlight and change ‘No Shadows’ into ‘Hard Shadows’ (or ‘Soft Shadow’ alternatively) for ‘Shadow Type’. (Hard Shadow is a shadow with clear boundaries and doesn’t look as realistic as Soft Shadow, but it costs less computationally.) When you import the light component and use it in STYLY, change ‘Auto’ into ‘Important’ for ‘Render Mode’. The shadow should be cast now. This time, I deleted the directional light because the shadow is less visible with it.

ShadowTypeとRenderModeの設定

The setting for ‘Shadow Type’ and ‘Render Mode’

【Advanced】The property of  the light component

There are some settings for the light component. I picked up some basic ones and briefly summarized into the table shown below. If you need more details, I recommend reading  Unity Official Document.

Property Description
Type You can change the type of light (Spot light, Directional light, Point light and etc.).
Range The influence range of light
Spot Angle The angle of the spotlight cone.
Color The colour of light
Intensity The intensity of light (The light is intensified more by increasing this value).
Shadow Type You can set the type of shadow (‘Hard Shadow’ has clear boundaries. It looks less realistic but costs less computationally).

【Advanced】Emphasize the shade by adjusting the ambient light

When you actually place a light to cast the shadow, you might feel that the light is not so effective because the scene itself is too bright. In that case, you can make the light more effective by adjusting the setting for the ambient light. Firstly, open the setting window for lighting. On the menu bar, select ‘Windows > Lighting > Settings’.

ライティングの設定画面を開く

Open the setting window for lighting

When the setting window is opened, you will find ‘Intensity Multiplier’ of both ‘Environment Lighting’ and ‘Environment Reflections’ set to 1. You can make the scene darker by decreasing the value of those two ‘Intensity Multiplier’. If you set those values to 0, the scene becomes completely dark. Once you adjusted them to your favourite brightness, close the setting window. I set both of them to 0.5 in this example.

環境光の調整

Adjust the ambient light.

You need to upload the whole scene at once to import the adjusted ambient light to STYLY. I explain it later in the ‘Import to STYLY’ section.

About ‘Directional Light’

Since directional light behaves like the sunlight, placing one in a scene is sufficient unless you use it in a specific manner. Directional light is available in STYLY by default. Therefore, delete the directional light originally set by STYLY when you place the directional light customized with Unity (Changing the colour, adding animations and etc.).

STYLYで元々用意されているDirectional Light

The Directional Light set by STYLY

Ideas to spice up the scene by lighting

This point onward, I introduce some ideas of how to spice up the scene by lighting.

Animate and colour light with Animator

You can animate a light and change its property (Intensity, colour, the influence range and etc.) by Animator. By controlling the light component by Animator, you add a dynamic effect to the scene.

Animatorを使用した演出の例

An example of the effect by using Animator

① On the menu bar, select ‘Window > Animation’ to open the Animation window.

Animation Windowを表示する

Open ‘Animation Window’

③Select ‘Spotlight’ and press the ‘Create’ button in the Animator window. It opens the window to specify where to save it.

animationを作成する

Create an animation

③ This time it would be sufficient if we controlled animation in seconds, so I set ‘Sample’ to 1. To move the light, click ‘Add Property’, select ‘Transform > Position’ and press the ‘+’ button on the right.

プロパティの追加

Add ‘Position’ property

④ To change the colour of the light, click ‘Add Property’, select ‘Transform > Light > Color’ and press the ‘+’ button on the right.

プロパティの追加

Add ‘Color’ property

⑤ After that, all you need is to edit the animation on the timeline. The lateral axis of the timeline represents the time. Since I set ‘Sample’ to 1 this time, the unit of the lateral axis is ‘second’ (For example, ‘5:0’ means 5 seconds). We set the motions of the light on the timeline. Since I want to make the animation loop in 60 seconds this time, drag the end point (key) at the default position to the position of 60 seconds.

60秒でループするようにする

Make the animation loop in 60 seconds

Since we want to move the light to the other place at 30:0, move the play head (the while vertical line) to the position at 30:0 and press the record button (Thre red round button). Then, in the Scene window, move the light to the point where you want the light to move to at 30:0. It completes the animation, ‘the light moves to the other point at 30:0 and then go back to the start point at 60:0’.

タイムラインの編集

Edit the timeline

Next, make the light to change its colour at 30:0. Move the play head (the white vertical line) to 30:0 on the timeline, press the record button (the red round button) and select the colour by opening the colour window of the light. It completes the animation, ‘The light changes its colour at 30:0 and go back to the original colour at 60:0’.

タイムラインの編集

Edit the timeline

Now, you have added motion to the light and set it up so that its colour changes over time. Since Unity Official Document explains how to use Timeline in detail, I recommend reading it if you need further information.

Switch between ‘hiding’ and ‘unhiding’ for the shadow / Display the shadow without the object

You can switch between ‘hiding’ and ‘unhiding’ for each object and show the shadow only. By using this function, you can create a mysterious effect, ‘Cast the shadow with a shape different from the shape of the object’.

影の表示・非表示を利用した演出の例

An example of the effect created by switching the visibilities of the shadows.

① Firstly, prepare the object to show and the object to cast a shadow. Then place them so that they are overlapped. This time, I prepared ‘Sphere’ as an object to show and ‘the Statue of Liberty’ as an object to cast the shadow.

オブジェクトを用意

Prepare objects

② Open the Inspector of the object to show (Sphere), set ‘Cast Shadow’ in ‘Mesh Renderer’ to ‘Off’. It stops the object casting the shadow even if the light illuminates it.

見せる用オブジェクトのCast ShadowをOffにする

Set ‘Cast Shadow’ to ‘Off’ for the object to show.

③ Open the Inspector of the object to cast the shadow (the Statue of Liberty) and set ‘Cast Shadow’ in ‘Mesh Renderer’ to ‘Shadow Only’. It makes only the shadow appear.

影用オブジェクトのCast ShadowをShadow Onlyにする

For the object to cast the shadow, set ‘Cast Shadow’ to ‘Shadow Only’.

It completes the gimmick, ‘Casting the shadow with a shape different from the shape of the object’.

Emphasize the light source by Halo

You can emphasize the light source by adding the Halo component. Since you could lose the position of the light source especially when moving the light, you can avoid the confusion by using Halo to emphasize the light source.

Haloコンポーネントを追加する

Add the Halo component

① Select the light you want to add ‘Halo’ to and click ‘Add Component’ in the Inspector.

「Add Component」をクリック

Click ‘Add Component’

② Find and click ‘Halo’ in the ‘Effect’ category (Alternatively, enter ‘Halo’ in the search box to find it).

Haloコンポーネントをアタッチ

Attach the Halo component

③ In the Inspector, set the colour and size as you like. I set ‘Color’ to white and ‘Size’ to 0.025 here (Since the default size of ‘Halo’ is too large, so I recommend reducing the size).

Haloの色と大きさを設定する

Set the colour and size of the Halo component

Now you have added the Halo component.

Import to STYLY

It’s very easy to import the light to STYLY. All you need is to convert the created light into a prefab and upload it to STYLY. Please check that ‘Render Mode’ is set to ‘Important’ if you want to make the light cast shadows). The article below explains how to upload an asset from Unity to STYLY in detail. Read the article   How did you find those techniques? You can improve the quality of your scene by making good use of the light component. Please try creating a scene with the light component used.