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Quick Fake Lights Pro preview
Unity

Quick Fake Lights Pro

By Krykftn | Advanced Editor Tools & Systems

$9.99

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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: $9.99. The latest store price is $9.99, matching the lowest recorded price shown here.

Recorded prices for Quick Fake Lights Pro 2 price observations from Sep 4, 2026 to Nov 6, 2026. Lowest recorded price $9.99. Exact dates and prices are listed below. $0.00 $5.00 $9.99 Sep 4, 2026: $9.99. Unity First Price 2026-09-04 2026-09-04 Nov 6, 2026: $9.99. Latest store price Sep 4, 2026 Nov 6, 2026
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$9.99Latest store price
$9.99Unity First Price 2026-09-04 2026-09-04

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The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.

About Quick Fake Lights Pro

  • Art & Visuals > VFX
A real forward point light adds an extra pass over every object it touches. Eight lights over a wall is eight passes over that wall.

A fake light is four numbers in a global array. The shader loops over that array once, in the pass it was already drawing. Adding the sixty-fourth light adds one more iteration, not one more draw.

MEASURED, NOT CLAIMED

Two hundred cubes and a floor, point lights of range 6, Unity 2022.3, Built-in forward, an Apple M4 Max, every real light a per-pixel light. Milliseconds per frame at 1920x1080:

1 light: 0.44 ms real, 0.20 ms fake
8 lights: 0.93 ms real, 0.31 ms fake
16 lights: 1.34 ms real, 0.42 ms fake
32 lights: 2.15 ms real, 0.66 ms fake
64 lights: 3.80 ms real, 1.17 ms fake
At 960x540, 32 lights: 1.93 ms real, 0.33 ms fake.

Fake lights are not free. Each one is one more loop iteration for every lit pixel, so their cost grows with the number of lights and the size of the screen: at 1080p thirty-two of them cost about a third of the real ones, at half that resolution about a sixth. A few small lights that touch little are cheap either way.

The Fake Lights window has a Measure button that renders your own scene with the lights on and again with them off, and waits for the GPU, so you get this comparison for your project rather than mine.

IT LOOKS LIKE A REAL LIGHT

In a linear-space project Unity converts a real light's colour and intensity before lighting with it, with one rule for Built-in and another for URP. Fake lights apply the same rule, so a fake light is the same colour as the real one it replaces: measured over a plane, every channel within 2 percent of the others.

Unity's own point-light falloff was rendered and read off pixel by pixel, and the inverse-square curve here is fitted to it: mean error 13 percent across the range, and the worst disagreement is past 90 percent of the range where both curves are already too dark to see.

Same intensity, same range, same colour: close to the same picture, for a fraction of the cost.

SIMPLE TO USE

GameObject > Light > Fake Light. It arrives already looking like a torch, not like eight sliders at zero.

Eight presets to start from: Torch, Candle, Ceiling lamp, Neon, Broken tube, Magic, Muzzle flash, Moonlight. Each one says what it is for.

Fake lights are invisible to every shader but this package's, which trips everybody once. So the inspector says so in red and offers one button that moves every material in the scene onto the Fake Lit shader, keeping its colour and its texture. One undo puts it back.

CUSTOMISABLE

Light Profiles: save a look as an asset, drop it on two hundred lamps, edit it once and all two hundred change. Detach any single light whenever you want to go your own way with it.

Custom falloff: set the falloff to Custom and draw the curve. It is baked into a texture the shader point-samples, and the editor reads the same baked data, so the graph in the inspector is the light rather than a picture of it. Sixteen curves can be in play at once.

Six flicker styles: noise, candle, pulse, strobe, and one driven by a curve you draw. Every light gets its own seed, so a row of torches does not pulse in unison.

Point, spot and directional shapes, with soft cone edges.

WHAT YOU GIVE UP

Shadow casting and light cookies. That is the whole trade.

Fake lights are for the lights that are there for atmosphere: lamps, torches, neon, muzzle flashes, pickups, magic. Keep real lights for the two or three that define the shape of a room and fake the other forty. The Fake Lights window converts them for you and warns you about the ones that cast shadows.

NO DEPENDENCIES

No packages, no renderer feature, no shader to install. Built-in and URP.

On URP the Setup window writes out a URP build of the shader in one click - same falloff, same pixels, plus a UniversalForward pass the SRP batcher accepts. It ships as a template rather than a shader so a project without URP still compiles.

Objects on other shaders (Standard, URP Lit, particles) can still react through a Fake Light Receiver, which drives the material's emission through a property block. Emission has to be switched on in the material; the receiver's inspector says so in red when it is not. HDRP is not supported.

WHAT IS IN THE BOX

Fake Light: point, spot and directional, four falloffs, six flicker styles.

Light Profile assets, and eight presets to start from.

Fake Light Receiver for objects on other shaders with emission switched on.

The Fake Lights window: budget, scene overview, one-click conversion of real lights, and a measurement of what the lights cost in your own scene.

LightMath: plain C# falloff, cones and Lambert, callable from your own tools and tests.

A demo scene: a hall with twenty-four lamps that flips between real and fake lighting on a keypress, with the frame time on screen.

Full commented C# source.

Unity price last checked .

Prices and availability may change.