Unity Lighting and Rendering Flashcards
7 cards from real Unity practice questions. Tap to flip, then mark Knew It or Still Learning — missed cards come back until you master them.
Read the first 7 Unity Lighting and Rendering flashcards as text
Which Unity lighting mode bakes lighting information into lightmaps and does NOT update at runtime?
Answer: Baked
Baked lighting precomputes light and shadow data into lightmaps at editor time, so it cannot change during gameplay.
What component must be added to a camera to use Unity's Post-Processing Stack effects such as bloom and color grading?
Answer: Post-Process Layer
The Post-Process Layer component on a camera tells Unity to apply post-processing effects from nearby Post-Process Volumes.
In Unity's Universal Render Pipeline (URP), which asset stores global rendering settings such as shadow distance and quality tiers?
Answer: UniversalRenderPipelineAsset
The UniversalRenderPipelineAsset (a ScriptableObject) holds pipeline-wide settings including shadow distance, MSAA, and renderer lists.
Which type of light in Unity casts parallel rays and is most suitable for simulating sunlight?
Answer: Directional Light
A Directional Light emits parallel rays from a fixed direction regardless of position, making it ideal for simulating the sun.
What is the purpose of a Reflection Probe in Unity?
Answer: To capture and apply environment reflections to nearby objects
A Reflection Probe captures a 360° image of its surroundings and applies those reflections to objects within its zone of influence.
In Unity, which Shader Graph node outputs the final color of a fragment before it is written to the screen in a PBR workflow?
Answer: Master Stack (Fragment)
In Shader Graph, the Master Stack's Fragment context collects Base Color, Normal, and other PBR inputs and outputs the final shaded pixel.
What does setting a renderer's 'Cast Shadows' property to 'Two Sided' accomplish in Unity?
Answer: It enables shadows from both the front and back faces of the mesh
Two Sided shadow casting causes Unity to render shadows from both the front and back faces of a mesh, preventing gaps in thin geometry like leaves.
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