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.
To read how to implement this example, refer to How to use Light Layers.
To enable Light Layers in your project:
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In the URP Asset, in the Lighting section, click the vertical ellipsis icon (⋮) and select Show Additional Properties
-
In the URP Asset, in the Lighting section, select Light Layers.
When you enable Light Layers, Unity shows the following extra properties on each Light:
To edit the names of Light Layers:
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Go to Project Settings > Graphics > URP Global Settings.
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Edit the Light Layer names in the Light Layer Names (3D) section.
This section describes how to configure the following application example:
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The Scene contains two Point Lights (marked
AandBin the illustration) and two Sphere GameObjects (CandDin the illustration). -
Light
Aaffects SphereD, but not SphereC. LightBaffects SphereC, but not SphereD.
The following illustration shows the example:

Light A affects Sphere D, but not Sphere C. Light B affects Sphere C, but not Sphere D.
To implement the example:
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Enable Light Layers in your project.
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Create two Point Lights (call them
A, andB) and two Spheres (call themC, andD). Position the objects so that both Spheres are within the emission range of Lights. -
Go to Project Settings > Graphics > URP Global Settings. Rename Light Layer 1 to
Red, and Light Layer 2 toGreen. -
Select Light
A, change its color to green. Select LightB, change its color to red. With this setup, both Lights affect both Spheres. -
Make the following settings on Lights and Spheres:
Light
A: in the property Light > General > Light Layer, clear all options, and selectGreen.Light
B: in the property Light > General > Light Layer, clear all options, and selectRed.Sphere
C: in the property Mesh Renderer > Additional Settings > Rendering Layer Mask, select all options, clearGreen.Sphere
D: in the property Mesh Renderer > Additional Settings > Rendering Layer Mask, select all options, clearRed.Now Point Light
Aaffects SphereD, but not SphereC. Point LightBaffects SphereC, but not SphereD.
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.
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Select Light
A. -
In Light > Shadows, select the Custom Shadow Layers property. Unity shows the Layer property.
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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.








