💡 H_FakeLights (URP)
Performance-focused fake lighting for large URP scenes.
Cheap decal lighting at distance, real-time lights only where they matter.
❓ The Problem
Large URP levels and dynamic lighting systems don’t mix well.
If you’re building:
You usually end up with:
❌ Too many real-time lights
❌ Massive CPU & GPU cost
❌ Compromises in visual quality or scale
Turning lights on and off manually doesn’t scale — and lightmapping large, dynamic scenes often isn’t viable.
✅ The Solution
H_FakeLights replaces distant real-time lights with cheap, decal-based “fake” lighting, and only enables the expensive real-time lights when the player (or camera) is close.
Result:
This is a lighting trick and it’s a production-friendly system designed for real games.
⚡ URP vs HDRP Performance (Important)
URP (Primary Target)
HDRP
This asset is URP-first by design. Buy for HDRP only if you want to experiment with it!
🌍 Perfect Use Case
Have a URP project with large maps, dynamic lighting, or a day/night system — and you:
H_FakeLights is built exactly for that scenario.
You get:
🔧 Key Features
🧱 Simple & Scalable Setup
✔ One manager per scene
✔ Trigger handler attached to the camera
✔ One trigger per light you want controlled
No complex lighting pipelines.
Not much editor gymnastics.
📍 See for yourself:
Download demo here.
This system has been used and tested in production on an unreleased game, in real gameplay scenarios — not a tech demo. You can see that in the presentation video.
💬 Support
Need help or have questions?
📩 Email: assetsupport@hypergamey.studio
💬 Discord (fast & friendly support): https://discord.gg/4UB6x2bVge