H_FakeLights URP (Decal Lighting In Distance for Maximum Performance)
HyperGamey
$9.99
$19.99
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⚡ Fake lighting system.
Very efficient in URP, minimal performance gain in HDRP. Decal lights far away, real lights up close. Supports light fading.💡 H_FakeLights (URP)Performance-focused fake lighting for large URP scenes.Cheap decal lighting at distance, real-time lights only where they matter.❓ The ProblemLarge URP levels and dynamic lighting systems don’t mix well.If you’re building:Big open maps with day/night cyclesOr anything where lightmapping isn’t an optionYou usually end up with:❌ Too many real-time lights❌ Massive CPU & GPU cost❌ Compromises in visual quality or scaleTurning lights on and off manually doesn’t scale — and lightmapping large, dynamic scenes often isn’t viable.✅ The SolutionH_FakeLights replaces distant real-time lights with cheap, decal-based “fake” lighting, and only enables the expensive real-time lights when the player (or camera) is close.Result:The scene still looks litPerformance stays under controlReal-time lighting is preserved where it actually mattersThis is a lighting trick and it’s a production-friendly system designed for real games.⚡ URP vs HDRP Performance (Important)URP (Primary Target)Fully tested and production-readyInstanced decal projectors are a fraction of the cost of real-time lightsSignificant performance savings in large scenesIdeal for open levels, interiors, and dynamic lighting setupsHDRPFully functional and supported via scripting define symbolsHowever, HDRP decal projectors are almost as expensive as real-time lightsPerformance gains are minimal compared to URPBest used for workflow consistency or visual control, not performance winsThis asset is URP-first by design. Buy for HDRP only if you want to experiment with it!🌍 Perfect Use CaseHave a URP project with large maps, dynamic lighting, or a day/night system — and you:Can’t rely on lightmapsStill need lots of lightsWant real-time lights near the playerH_FakeLights is built exactly for that scenario.You get:Fake lights in the distance at very low costReal-time lights close to the playerFull control over the final look🔧 Key FeaturesDecal-based fake lighting using DecalProjectorCamera-based trigger system to activate/deactivate lights by distanceOptional smooth fade in / fade outDepthManual per-light tuning:ColorIntensitySizeURP & HDRP compatibility via scripting define symbolsDesigned for large scenes and performance-sensitive projects🧱 Simple & Scalable Setup✔ One manager per scene✔ Trigger handler attached to the camera✔ One trigger per light you want controlledNo complex lighting pipelines.Not much editor gymnastics.📍 See for yourself:Download demo here.This system has been used and tested in production on an unreleased game, in real gameplay scenarios — not a tech demo. You can see that in the presentation video.💬 SupportNeed help or have questions?📩 Email: assetsupport@hypergamey.studio💬 Discord (fast & friendly support): https://discord.gg/4UB6x2bVge



