Global & Local Lights with Bloom
Swipe to show menu
2D Lighting: Global & Local Lights with Bloom
Lighting is a subtle but powerful tool for guiding the player's eye and making the scene feel alive.
So far, our vignette has helped create a sense of lighting by darkening the edges. But sometimes, we want specific objects to glow or stand out, like the player or power-ups.
Global Lighting
The Global 2D Light in the Hierarchy affects the entire scene.
- adjust its intensity to make the scene brighter or darker;
- adjust color tint to set mood or atmosphere.
Global lighting is great for overall tone, but doesn't highlight individual objects.
Local Lights (Spotlights)
To make objects stand out:
- create -> Lighting -> Spot Light;
- make it a child of the object (player or power-up).
Adjust:
- Radius -> how far the light spreads;
- Intensity -> how bright it is;
- Color -> match object's theme.
Result: the object has a visible aura, attracting attention.
For prefabs, add the light to the prefab itself so all spawned instances inherit it.
Adding Bloom for Glow
Bloom enhances the perceived brightness of lights, making them pop.
In your Post Processing Volume, add a Bloom override.
Adjust:
- Threshold -> which brightness triggers bloom;
- Intensity -> how strong the glow is.
This makes player and power-up lights visually "pop," increasing aesthetic appeal.
1. How would you make the player character emit a glow that moves with it?
2. How can you make all instances of a power-up glow automatically when they appear in the scene?
3. How would you make the lights in your scene visually pop more using post processing?
Thanks for your feedback!
Ask AI
Ask AI
Ask anything or try one of the suggested questions to begin our chat