# Light Layers The Light Layers feature lets you configure certain Lights to affect only specific GameObjects. For example, in the following illustration, Light `A` affects Sphere `D`, but not Sphere `C`. Light `B` affects Sphere `C`, but not Sphere `D`. ![Light A affects Sphere D, but not Sphere C. Light B affects Sphere C, but not Sphere D.](../Images/lighting/light-layers/light-layers-example.png) To read how to implement this example, see section [How to use Light Layers](#how-to-light-layers). ## How to enable Light Layers To enable Light Layers in your project: 1. In the [URP Asset](../universalrp-asset.md), in the **Lighting** section, click the vertical ellipsis icon (⋮) and select **Show Additional Properties** ![Show Additional Properties](../Images/settings-general/show-additional-properties.png) 2. In the [URP Asset](../universalrp-asset.md), in the **Lighting** section, select **Light Layers**. ![URP Asset > Lighting > Light Layers](../Images/lighting/light-layers/light-layers-enable.png)
*URP Asset > Lighting > Light Layers* When you enable Light Layers, Unity shows the following extra properties on each Light: * General > Light Layer ![](../Images/lighting/light-layers/light-layers-prop-light-layer.png) * Shadows > Custom Shadow Layers ![](../Images/lighting/light-layers/light-layers-prop-shadow-layers.png) ## How to edit Light Layer names To edit the names of Light Layers: 1. Go to **Project Settings** > **Graphics** > **URP Global Settings**. 2. Edit the Light Layer names in the **Light Layer Names (3D)** section. ![Graphics > URP Global Settings > Light Layer Names (3D)](../Images/Inspectors/global-settings.png)
*Graphics > URP Global Settings > Light Layer Names (3D)* ## How to use Light Layers This section describes how to configure the following application example: * The Scene contains two Point Lights (marked `A` and `B` in the illustration) and two Sphere GameObjects (`C` and `D` in the illustration). * Light `A` affects Sphere `D`, but not Sphere `C`. Light `B` affects Sphere `C`, but not Sphere `D`. The following illustration shows the example: ![Light A affects Sphere D, but not Sphere C. Light B affects Sphere C, but not Sphere D.](../Images/lighting/light-layers/light-layers-example.png)
*Light `A` affects Sphere `D`, but not Sphere `C`. Light `B` affects Sphere `C`, but not Sphere `D`.* To implement the example: 1. [Enable Light Layers](#enable) in your project. 2. Create two Point Lights (call them `A`, and `B`) and two Spheres (call them `C`, and `D`). Position the objects so that both Spheres are within the emission range of Lights. 3. Go to **Project Settings > Graphics > URP Global Settings**. Rename Light Layer 1 to `Red`, and Light Layer 2 to `Green`. ![URP Global Settings](../Images/lighting/light-layers/light-layers-urp-global-settings.png) 4. Select Light `A`, change its color to green. Select Light `B`, change its color to red. With this setup, both Lights affect both Spheres. ![Both Lights affect both Spheres.](../Images/lighting/light-layers/both-lights.png) 5. Make the following settings on Lights and Spheres: Light `A`: in the property **Light > General > Light Layer**, clear all options, and select `Green`. Light `B`: in the property **Light > General > Light Layer**, clear all options, and select `Red`. Sphere `C`: in the property **Mesh Renderer > Additional Settings > Rendering Layer Mask**, select all options, clear `Green`. Sphere `D`: in the property **Mesh Renderer > Additional Settings > Rendering Layer Mask**, select all options, clear `Red`. Now Point Light `A` affects Sphere `D`, but not Sphere `C`. Point Light `B` affects Sphere `C`, but not Sphere `D`. ![Point Light A affects Sphere D, but not Sphere C. Point Light B affects Sphere C, but not Sphere D.](../Images/lighting/light-layers/light-layers-example.png) ## How to use Custom Shadow Layers In the illustration above, Light `A` does not affect Sphere `C`, and the Sphere does not cast shadow from Light `A`. The **Custom Shadow Layers** property lets you configure the Scene so that Sphere `C` casts the shadow from Light `A`. 1. Select Light `A`. 2. In **Light > Shadows**, select the **Custom Shadow Layers** property. Unity shows the **Layer** property. 3. In the **Layer** property, select the Light Layer that Sphere C belongs to. Now Light `A` does not affect Sphere `C`, but Sphere `C` casts shadow from Light `A`. The following illustrations show the Scene with the **Custom Shadow Layers** property off and on. ![Custom Shadow Layers property off](../Images/lighting/light-layers/custom-shadow-layers-off.png) ![Custom Shadow Layers property on](../Images/lighting/light-layers/custom-shadow-layers-on.png)