H FakeLights URP (Decal Lighting In Distance for Maximum Performance) View on Asset Store (opens in new tab)

Package details

Latest version
1.0
Last updated
First released
Unity version
6000.1.13 or later
Package size
126.3 MB
Files
99
Favorites
27
Views in the past week
18

Price tracking

Last checked
Tracked since
Lowest recorded
$9.99 on

Keywords

H FakeLights URP (Decal Lighting In Distance for Maximum Performance)

by H Assets - H Works Interactive (opens in new tab)

5.0 / 5 · 3 ratings

Ratings by stars
Number of ratings for each star rating
5 stars 3
4 stars 0
3 stars 0
2 stars 0
1 star 0

Cheap, decal-based fake lighting that keeps your scene lit while the expensive real-time lights only fire up close. Mood and atmosphere with minimal runtime cost.

Price $19.99

Buy on Asset Store (opens in new tab)

Affiliate link · Purchases support this site

Price history

Last 6 months

USD
Price history for H FakeLights URP (Decal Lighting In Distance for Maximum Performance), 6 months Current $19.99; lowest $9.99; highest $19.99 in this period. $0 $10 $20 Jun Jul Aug Sep Oct Nov

Asset preview

1 / 6

H FakeLights URP (Decal Lighting In Distance for Maximum Performance) screenshot 1

H FakeLights URP (Decal Lighting In Distance for Maximum Performance) screenshot 1

About this asset

Performance-focused fake lighting for large URP scenes. Cheap decal lighting at distance, real-time lights only where they matter.

Large URP levels and dynamic lighting don't mix well. Big open maps with day/night cycles, or anything where lightmapping isn't an option, push you toward too many real-time lights, a massive CPU and GPU cost, and compromises in quality or scale. Turning lights on and off by hand doesn't scale, and lightmapping large, dynamic scenes often isn't viable.

──────────────────────────────────────────────────

What it does

H_FakeLights replaces distant real-time lights with cheap, decal-based fake lighting, and only switches the expensive real-time lights on when the player or camera gets close. The scene still looks lit, performance stays under control, and real-time lighting is preserved where it actually matters. It's a lighting trick, but a production-friendly one built for real games.

──────────────────────────────────────────────────

URP vs HDRP performance (important)

◆ URP (the primary target). Fully tested and production-ready. Instanced decal projectors cost a fraction of a real-time light, for significant savings across large scenes, open levels, interiors and dynamic lighting setups.

◆ HDRP. Fully functional and supported via scripting define symbols, but HDRP decal projectors are almost as expensive as real-time lights, so the performance gains are minimal. Best used for workflow consistency or visual control, not performance wins.

This asset is URP-first by design. Buy it for HDRP only if you want to experiment with it.

──────────────────────────────────────────────────

Perfect use case

You have a URP project with large maps, dynamic lighting, or a day/night system, and you can't rely on lightmaps, still need lots of lights, and want real-time lights near the player. H_FakeLights is built for exactly that. You get:

◆ Fake lights in the distance at very low cost.

◆ Real-time lights close to the player.

◆ Full control over the final look.

──────────────────────────────────────────────────

Key Features

◆ Decal-based fake lighting using DecalProjector.

◆ Camera-based trigger system to activate and deactivate lights by distance.

◆ Optional smooth fade in / fade out.

◆ Manual per-light tuning: color, intensity, size.

◆ URP and HDRP compatibility via scripting define symbols.

◆ Built for large scenes and performance-sensitive projects.

──────────────────────────────────────────────────

Simple & Scalable Setup

1. One manager per scene.

2. A trigger handler attached to the camera.

3. One trigger per light you want controlled.

No complex lighting pipelines, and not much editor gymnastics.

──────────────────────────────────────────────────

Battle-Tested in Production

Used and tested in production on an unreleased game, in real gameplay scenarios, not a tech demo. You can see it in the presentation video.

──────────────────────────────────────────────────

See for yourself

Download the demo here.

──────────────────────────────────────────────────

Support

Documentation: https://hworksinteractive.com/hassets/hfakelights

Support email: [email protected]

Discord: https://hworksinteractive.com/discordinvite

From the publisher's Asset Store listing.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.1.13f1 Not listed Compatible Compatible

As listed on the Asset Store.