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Setting Up Development Environment
High-Level Systems
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
Double Precision Coordinates
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
Rendering-Related Classes
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.


While the 3D geometry defines the shape of your content, lighting is the basis of every virtual scene defining colors and final look of your objects. UNIGINE features the following types of the light sources:

  • Dynamic lighting is a customizable solution providing real-time lighting calculation. This advanced technique provides very realistic lighting as it can illuminate dynamic objects. Light sources themselves can be moved or changed in real time (for example, turned on and off). As the most objects in the scene are rendered in the deferred pass, dynamic light sources won't cause big performance losses. All UNIGINE light source are dynamic except for the environment probe, which can be either dynamic or static.
  • Static (precomputed) lighting is an efficient and utile solution for lighting of relatively static scenes. It allows dropping the most of lighting computations, leaving only simple texture lookups to be performed at the rendering time. Still, this method still only roughly simulate the lighting for the moving objects entering the scene and sometimes lack physical accuracy registered by the eye.
Light Source Image Dynamic Mode Static Mode
LightOmni (omnidirectional point light) Emits light from a point source in all directions. -
LightProj (projected light) Emits light from a single point forming a focused beam aimed in a specific direction. -
LightWorld (sun light) Casts parallel beams onto the scene from an infinitely remote point. -
LightEnvironmentProbe (environment probe) Grabs a cubemap each frame thus providing objects in the scene with dynamic reflections from a point source in all directions. Uses a prebaked cubemap to provide objects in the scene with reflections from a point source in all directions.
Last update: 2017-07-03
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