Hey All,
I would like help of anyone to understands how to use Custom lighting for the Vision Pro app. I have gone through the shader graph settings and lighting thing… but can’t understand a thing. so can someone help me in understand how this works. and also the important thing is all my prefabs or being spawned by script.so wanted to know how to make ligting in my particular case.
I want to achieve lighting as close to the pic that I have attached

The main distinction to be aware of is between the image-based lighting provided by visionOS (which is used for standard shaders such as URP/Lit as well as shader graphs that use Lit targets) and the Unity-specific lighting available in shader graphs through the PolySpatial Lighting node (which uses Unity point/spot/directional lights and baked light information, unlike the image based lighting, which uses the real-world camera input to perform lighting). You can also access the image based lighting (and modify the results) from a shader graph using the Environment Radiance node.
It’s also entirely possible to implement your own lighting solution in shader graphs by passing in the lighting parameters (such as light positions and colors) as globals or per-material properties. That’s pretty advanced, but it’s likely what you’d have to do to get lighting exactly like the picture you posted.