H_FakeLights URP (Decal Lighting In Distance for Maximum Performance) OFFICIAL SALE

💡 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:

  • Big open maps with day/night cycles
  • Or anything where lightmapping isn’t an option

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:

  • The scene still looks lit
  • Performance stays under control
  • Real-time lighting is preserved where it actually matters

This is a lighting trick and it’s a production-friendly system designed for real games.


URP vs HDRP Performance (Important)

URP (Primary Target)

  • Fully tested and production-ready
  • Instanced decal projectors are a fraction of the cost of real-time lights
  • Significant performance savings in large scenes
  • Ideal for open levels, interiors, and dynamic lighting setups

HDRP

  • Fully functional and supported via scripting define symbols
  • However, HDRP decal projectors are almost as expensive as real-time lights
  • Performance gains are minimal compared to URP
  • Best used for workflow consistency or visual control, not performance wins

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:

  • Can’t rely on lightmaps
  • Still need lots of lights
  • Want real-time lights near the player

H_FakeLights is built exactly for that scenario.

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/deactivate lights by distance
  • Optional smooth fade in / fade out
  • DepthManual per-light tuning:
    Color
    Intensity
    Size
  • URP & HDRP compatibility via scripting define symbols
  • Designed for large scenes and performance-sensitive projects


🧱 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