Skip to main content
Lighting captures the surface direction (normals) of your source and uses it in two ways:
  • Normal maps for your game’s 2D lights. Export writes one per sprite sheet and links it automatically.
  • Fixed lights in the Preview, and optionally baked into the exported sprites for hand-shaded looks.
Lighting also unlocks the Lit and Normal draw modes in the Preview.

Settings

Global Light

An ambient light that brightens every pixel evenly.

Directional Light

A light from one direction that gives the sprite a lit side and a shaded side.
Turn on Show Directional Light Gizmo in the Preview’s gear menu to see the light direction while you tune it. It shows in Lit mode.

Export

Use the normal maps with URP 2D lights

An exported sprite under a URP 2D point light from the left and from the right, with the normal map on and off
1

Export with Export Normal Map on

Each sprite sheet gets its normal map as the _NormalMap secondary texture. You don’t need to change any import settings.
2

Use a lit sprite material

Use a SpriteRenderer with the URP 2D Renderer’s default lit sprite material (Sprite-Lit-Default).
3

Enable normal maps on your 2D lights

On each Light 2D, under Normal Maps, set Quality to Fast or Accurate.
Choose between the two approaches:
  • Dynamic lighting in your game: keep Export Lit Sprites off and use the normal maps with 2D lights.
  • A fixed, hand-shaded look: turn Export Lit Sprites on. The sprites carry their shading, and you can still export normal maps.