Fake Lights URP adds additive fill and mood lighting to Universal Render Pipeline scenes at a low, predictable cost. All lights are evaluated together in a single screen-space pass, so adding more of them scales gently — which is why it suits VR, mobile, and other projects where the real-time light budget is tight.
Use it for the lighting that real-time lights make expensive: neon signs, fill light in shadowed areas, colored washes along hallways, panel and screen glow, and interior lamps. Place a light, set its color and intensity, and it contributes immediately, in the editor and at runtime.
Supported lights
In URP, area lights are available only as baked rectangular lights — there is no real-time area light, no disc light, and no tube light at all. Here, tube, disc, and rectangular area emitters all work in real time, with no baking step.
Controls
Every light exposes color, intensity, range, diffuse softness, and a specular highlight, plus shape-specific settings (cone angles, tube length and radius, disc focus, area size, spread, and edge softness). The Albedo option tints lighting by surface color, with optional metallic or glossy surface response. Every parameter is also a public C# property, so lights can be driven from script at runtime.
Controlling light spill
Fake lights are additive and cast no shadows, so their contribution can spill through walls. Mask Volumes — box or sphere regions in Include or Exclude mode — define which lights a given region shows, which keeps lighting separated room by room without any shadow-map cost. Per-light distance culling, a visible-light cap, and a half-resolution composition mode are available to manage cost in dense scenes.
Limitations
Fake lights are a purely additive, screen-space effect. That is the source of their performance, but it comes with trade-offs:
Requirements