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Package details
- Latest version
- 1.0
- Last updated
- First released
- Unity version
- 6000.1.13 or later
- Package size
- 126.3 MB
- Files
- 99
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- 27
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- 18
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Keywords
H FakeLights URP (Decal Lighting In Distance for Maximum Performance)
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.
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Last 6 months
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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See for yourself
Download the demo here.
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Support
Documentation: https://hworksinteractive.com/hassets/hfakelights
Support email: [email protected]
From the publisher's Asset Store listing.
Compatibility
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 6000.1.13f1 | Not listed | Compatible | Compatible |
As listed on the Asset Store.