Version: Unity 6.1 (6000.1)
Language : English
Shadows
Real-time shadows

Enable shadows

Each Light in a sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
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can cast the following types of shadows:

  • Real-time shadows. Unity stores the shadows cast from each Light in shadow map textures. The textures update each frame; shadows move when the lights move.
  • Baked shadows. The Unity lightmapperA tool in Unity that bakes lightmaps according to the arrangement of lights and geometry in your scene. More info
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    stores the shadows received by each GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
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    in static lightmapA pre-rendered texture that contains the effects of light sources on static objects in the scene. Lightmaps are overlaid on top of scene geometry to create the effect of lighting. More info
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    textures, shadow mask textures, or Light ProbesLight probes store information about how light passes through space in your scene. A collection of light probes arranged within a given space can improve lighting on moving objects and static LOD scenery within that space. More info
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    . Shadows don’t move when the lights move.

To configure which type of shadows a Light casts, use the InspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info
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window of the Light component. For more information, refer to the following:

Set a GameObject to receive shadows

GameObjects receive real-time shadows by default.

To set a static GameObject so it receives shadows from baked shadows, follow these steps:

  1. Select the GameObject.
  2. In the Inspector window, in the Mesh RendererA mesh component that takes the geometry from the Mesh Filter and renders it at the position defined by the object’s Transform component. More info
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    component, enable Contribute Global IlluminationA group of techniques that model both direct and indirect lighting to provide realistic lighting results.
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    .
  3. Set Receive Global Illumination to Lightmaps.

Set a GameObject to shadow other GameObjects

Follow these steps:

  1. Select the GameObject.
  2. In the Mesh Renderer component of the Inspector window, set Cast shadows to On.

Configure shadows

To configure shadows for your whole project or a specific scene, refer to the following:

Additional resources

Shadows
Real-time shadows