Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $20.99. The latest store price is $29.99.
View 5 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $29.99 | Latest store price | |
| $24.89 | $25 Sale | |
| $20.99 | Unity New Release Discount 2026-07-15 2026-07-29 | |
| $20.99 | Unity New Release Discount 2026-07-15 2026-07-29 | |
| $29.99 | Unity First Price 2026-07-15 2026-07-22 |
Sale and bundle history
The 4 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Fake Lights URP
- Art & Visuals > VFX
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
Point — omni-directional glow for lamps, fires, and effects
Spot — focused cones with adjustable edge softness
Tube — long emitters for neon strips and fluorescent fixtures
Disc — round lights for ceiling fixtures and portholes
Area — rectangular light for windows, screens, and panels
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 — DBuffer decals included — 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.
Works with your camera setup
In VR, lighting renders stereo-correctly in every URP stereo mode — Multi Pass, Single Pass Instanced, and Single Pass Multiview — and light culling uses the combined both-eye view, so lights don't pop at the edge of one eye. Every camera resolves its own set of lights, so camera stacks, split-screen, cameras rendering to render textures, and the Scene and Game views side by side all draw correctly in the same frame. Add the renderer feature to each renderer whose cameras should show fake lights — a camera without it simply renders none, which is a convenient way to keep fake lighting off a UI or overlay camera.
Works with your AI assistant
The package ships six AI Skills in its AI/Skills folder — short, task-focused guides covering setup, authoring each light type, mask volumes, performance tuning, the C# API, and troubleshooting. An AI coding assistant with access to your project reads them and configures Fake Lights correctly instead of guessing at the API. With Claude Code, copy the skill folders into your project's .claude/skills folder and they load automatically.
Limitations
Fake lights are a purely additive, screen-space effect. That is the source of their performance, but it comes with trade-offs:
They don't cast shadows. Light passes through walls and objects, so they work best as fill light, mood, and decorative glow — not as your main (key) lights. A built-in Mask Volume keeps a light from spilling into the next room.
They light solid surfaces only. See-through objects — glass, water, particles — won't pick up fake light themselves. An Injection Point setting controls whether lighting is applied before or after them: apply it before, and glass covers the light instead of looking lit through. To light the see-through object itself, use a regular Unity light or a glowing (emissive) material.
They sit on top of your scene. They don't mix with baked lighting, lightmaps, or reflection probes.
Linear color space only. Gamma is not supported.
Modern graphics API required. Shader model 4.5 (DirectX 11+, Vulkan, Metal, OpenGL Core 4.3+, OpenGL ES 3.1+); OpenGL ES 2.0/3.0 are not supported.
Requirements
Unity 6000.0 or newer with Universal Render Pipeline (URP 17.x)
Linear color space
Forward, Forward+, Deferred, or Deferred+ rendering path
DirectX 11+, Vulkan, Metal, or OpenGL Core 4.3+ / OpenGL ES 3.1+ (modern desktop, mobile, and VR)