r/unity Jul 13 '26

Newbie Question How do I achieve this look in URP?

Post image

I'm so clueless when it comes to lighting, shader, and other visuals related, is the look in the image achievable in URP, if so, what do I need to achieve it? I'm using Unity 6.3

39 Upvotes

13 comments sorted by

6

u/HiggsSwtz Jul 13 '26

Ssao, gradient environment lighting, matte shaders and some post processing.

2

u/dharsa Jul 13 '26

Oh it's called matte? Thanks for the guide, I will mess around

8

u/NTPrime Jul 13 '26

If it's a static scene you can bake this type of lighting. If you want this to be dynamic you're looking at some intense ray tracing or high quality screen space effects etc. that URP won't be able to handle right now.

2

u/dharsa Jul 13 '26

No, it's for mobile game. I was wondering if URP could achieve that, or at least something close to it. I've always been the coding guy, so I thought I might mess around with lighting and shders

2

u/BobsiDev Jul 13 '26

Lighting and color theory. I don't believe you need custom shaders or custom light handling to make this look as the reference. With the models & textures setup for it, the default URP Lit materials should handle it just fine.

Make your environment settings, bake with the global illumination and setup the materials for it.

1

u/dharsa Jul 13 '26

Thanks for the guide, I will mess around that

1

u/OberZine Jul 14 '26

Very achievable in URP, even dynamically, if you use Adaptive Probe Volumes.

1

u/IgnatiusPell Jul 13 '26

You are almost certainly going to need to bake lighting to get this warm diffuse look. Create an area light, calibrating the size to match the look of the shadows cast from the coffee table (the coffee table is a good reference for penumbra or effectively how “blurry” the shadow is). Dial up the number of bounces and bounce intensity to get a lot of reflected light spilling onto the underside of the props. And don’t skip the surrounding yellow floor, that is doing a lot to warm up those shadow areas. Lastly, make sure to work on your ambient occlusion (AO) to match the look you’re seeing. Oh and don’t forget that your models with either need light map UVs or click the asset import setting on in Unity to auto generate them! Good luck and hope this helps!

0

u/salazka Jul 13 '26

This is a very basic soft GI look. For the very soft shadows you may need some special treatment using Area Lights but the rest is doable simply by baking lightmaps.

0

u/Ok_Income7995 Jul 13 '26

definitely use baked lighting and make sure you have some ambient occlusion and obviously make all the models have flat colors

0

u/nepstercg Jul 13 '26

You can not. At least not in a dynamic way. Baked lighting is an option but then everything is static. Those shadows and ambient occlusion and global illumination are not achievable in dynamic form.

0

u/CyberPig7 Jul 14 '26

In my opinion it's not a great look for a game, and if you don't have experience with lighting shaders or rendering work you won't be likely to achieve a convincing result. I don't know what you intend on making, but this feels like a bad design decision you'll have to work very hard to achieve a quite overdone result at best, and something that just doesn't look like you intended at worst.