Lighting

A world is lit as any scene of the Universal Render Pipeline (URP): its lights, its lightmaps, its probes and its volumes. The render pipeline asset and its settings are the game's: those of your project are not in the world.

Lights and probes

Light components, Light Probe Group and Reflection Probe work as in Unity. A script changes a light's intensity, color, range or enabled, and a reflection probe's intensity (cameras, materials and effects).

Baked lighting

  • Unity's lightmapper: bake as usual. The lightmaps, light probes and baked reflection probes are in the scene's lighting data, which goes into the world.
  • Bakery: bake as usual. When you publish, the World Publisher turns Bakery's storage into an NW Baked Lighting object of the published scene, with the same lightmaps, objects and light channels; players' games apply it as the world loads, without Bakery. The Console says what it kept:
[NodeWorld] Bakery lightmaps of 'Tavern' published as NWBakedLighting: 12 lightmap(s), 340 renderer(s), 0 terrain(s), 4 light(s).

What Bakery does that a player's game cannot show without Bakery's shaders:

ConsoleWhat it means
Bakery RNM / SH lightmaps of '<scene>' need Bakery's shaders: only their color lightmaps are kept.RNM and SH directional modes become plain color lightmaps.
<n> renderer(s) of '<scene>' use Bakery vertex lightmaps, which need Bakery's shaders: not lightmapped in NodeWorld.Objects baked into vertex colors are left without lightmap.
Scene '<scene>' has <n> Bakery storages; the lightmaps of '<object>' are used.Keep one Bakery storage per scene.

Bakery's own scripts never reach players: like any script of your scene that is not Unity's or NodeWorld's, they are removed from the published scene (what a world may hold).

Post-processing

URP's Volume components and their effects (bloom, color adjustments, tonemapping…) are kept; a script changes a volume's weight. The Post-process Layer and Post-process Volume of Unity's older Post Processing Stack v2 (in worlds made for VRChat) do not run in URP: the World Publisher removes them from the published scene, and the Console names them (removed from the published scene (not in the NodeWorld client)).

The sky

A Camera of your scene gives its background (its sky or its color) to the player's camera, then the game turns it off: the player's view is the game's.

On Quest

A Meta Quest has less power than a PC. The Platform Switch gives a light other settings on Android, and turns a volume or a light off there. See Quest.