← Cheatsheets
Tags: unity, lighting, post-processing, bloom, ssao, color-grading, directional-light, point-light, game-dev
Last updated: 2026-06-27
Lighting & Post-Processing Cheatsheet
Quick Reference
| Light Type | Use Case | Performance |
| Directional | Sun/moon, global illumination | Cheap |
| Point | Bulbs, torches, explosions | Medium |
| Spot | Flashlights, stage lights | Medium |
| Area (baked) | Soft interior lighting | Baked only |
| Emissive Material | Glowing surfaces | Cheap |
Light Types
Directional Light
| Property | Description |
| Intensity | Brightness (lux for real-world units) |
| Indirect Multiplier | Bounce light intensity |
| Shadow Type | None / Hard / Soft |
| Cookie | Texture mask (cloud shadows) |
| Culling Mask | Which layers receive light |
Point Light
| Property | Description |
| Range | Maximum distance (in metres) |
| Intensity | Brightness |
| Shadow Type | None / Hard / Soft |
| Render Mode | Auto / Important / Not Important |
| Cookie | Cubemap mask |
Spot Light
| Property | Description |
| Range | Maximum distance |
| Spot Angle | Cone angle (1–179°) |
| Inner/Outer Angle | Falloff region |
| Shadow Type | None / Hard / Soft |
Shadow Settings
| Setting | Effect | Cost |
| No Shadows | No shadow map rendered | Free |
| Hard Shadows | Sharp shadow edges | Medium |
| Soft Shadows | Realistic penumbra | High |
| Shadow Resolution | Low/Med/High/Very High/Ultra | Memory |
| Shadow Distance | Max draw distance | Perf gain if reduced |
| Shadow Cascades | 0/2/4 splits (directional only) | 2 = good balance |
Light Modes
| Mode | Description | When |
| Realtime | Full dynamic lighting, shadows | Moving lights, player interaction |
| Mixed | Baked indirect, dynamic direct | Static scenes with dynamic objects |
| Baked | Pre-computed lightmaps only | Static scenes (best performance) |
Light light = GetComponent<Light>();
light.lightmapBakeType = LightmapBakeType.Mixed;
light.shadows = LightShadows.Soft;
light.shadowStrength = 0.8f;
Post-Processing Stack
Setup
- Install Post Processing package (Package Manager).
- Add
Post-process Layer to Camera.
- Add
Post-process Volume to scene (Global or local).
- Add overrides to Volume profile.
Bloom
| Property | Effect |
| Intensity | Glow strength |
| Threshold | Brightness cutoff for bloom |
| Soft Knee | Smooth threshold transition |
| Scatter | Bloom spread (anamorphic flares) |
| Clamp | Cap max brightness |
Color Grading
| Property | Effect |
| Temperature | Warm (yellow) ↔ Cool (blue) |
| Tint | Green ↔ Magenta |
| Post-Exposure | HDR exposure after lighting |
| Contrast | Midtone contrast |
| Saturation | Colour intensity |
| Lift/Gamma/Gain | Shadows / Midtones / Highlights |
ColorAdjustments ca;
ca.postExposure.value = 1.2f;
ca.contrast.value = 10f;
ca.saturation.value = 5f;
SSAO (Screen Space Ambient Occlusion)
| Property | Effect |
| Intensity | Shadow strength in crevices |
| Radius | Sample radius |
| Quality | Sampling precision |
| Color | Tint AO color (usually dark) |
| Direct Lighting Strength | AO on direct-lit surfaces |
Vignette
| Property | Effect |
| Intensity | Edge darkening strength |
| Smoothness | Blend width |
| Rounded | Circular vs screen-shaped |
| Color | Tint vignette (black is default) |
Motion Blur
| Property | Effect |
| Shutter Angle | Blur length (0–360°) |
| Sample Count | Quality (higher = less noise) |
| Intensity | Blend strength |
Depth of Field
| Property | Effect |
| Focus Distance | In-focus depth |
| Aperture | Blur intensity (f-stop) |
| Focal Length | Zoom (mm) |
| Max Blur Size | Quality cap |
Global Volume Setup (Code)
Volume volume = GetComponent<Volume>();
VolumeProfile profile = volume.profile;
if (profile.TryGet(out Bloom bloom))
bloom.intensity.value = 1f;
if (profile.TryGet(out ColorAdjustments grading))
grading.saturation.value = 10f;
if (profile.TryGet(out Vignette vignette))
vignette.intensity.value = 0.3f;
Performance Tips
| Tip | Impact |
| Limit shadow-casting lights to 1–3 | High |
| Use Baked mode for static lighting | High |
| Reduce shadow resolution on Point/Spot lights | Medium |
| Disable SSAO on low/mobile | Medium |
| Use 2 shadow cascades instead of 4 | Medium |
| Limit realtime area lights to 0 | High |
| Disable motion blur on mobile | Low |
| Use LOD for post-processing on mobile | Medium |