# URP with Light

**URL:** https://discussions.unity.com/t/urp-with-light/328145
**Category:** XR
**Tags:** XR, visionOS, Question
**Created:** [January 14, 2024, 5:10am UTC](https://discussions.unity.com/t/urp-with-light/328145 "2024-01-14T05:10:52Z")
**Posts on this page:** 3
**Page:** 1

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### Author: ![ina](https://dub1.discourse-cdn.com/unity/user_avatar/discussions.unity.com/ina/32/44257_2.png) [@ina](https://discussions.unity.com/u/ina)
#### Post date: [January 14, 2024, 5:10am UTC](https://discussions.unity.com/t/urp-with-light/328145/1 "2024-01-14T05:10:52Z")

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Can’t seem to get Directional Light to do any effect on URP Lit shader… (?)

How are you lighting your scenes?

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### Author: ![AndrzejUnity](https://dub1.discourse-cdn.com/unity/user_avatar/discussions.unity.com/andrzejunity/32/85212_2.png) [@AndrzejUnity](https://discussions.unity.com/u/AndrzejUnity)
#### Post date: [January 14, 2024, 5:24pm UTC](https://discussions.unity.com/t/urp-with-light/328145/2 "2024-01-14T17:24:30Z")

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> [@ina](#):
>
> Can’t seem to get Directional Light to do any effect on URP Lit shader… (?)

The only lighting that affects the URP/Lit shader on visionOS (which we translate into RealityKit’s [PhysicallyBasedMaterial](https://developer.apple.com/documentation/realitykit/physicallybasedmaterial)) is the image-based lighting that comes from the environment map and a static “system IBL.” Point/spot/directional lights aren’t supported in visionOS for PhysicallyBasedMaterial. If it appears too dark, you may need to reset the simulator IBL using [Device → Erase All Content and Settings](https://docs.unity3d.com/Packages/com.unity.polyspatial.visionos@0.7/manual/FAQ.html#q-my-content-is-too-dark-in-visionos-simulator). Apps can also change the system IBL using the [PolySpatial Image Based Light [Receiver]](https://docs.unity3d.com/Packages/com.unity.polyspatial.visionos@0.7/manual/ImageBasedLight.html) components.

However, to support Unity point/spot/directional lights, we also provide the [PolySpatial Lighting](https://docs.unity3d.com/Packages/com.unity.polyspatial.visionos@0.7/manual/PolySpatialLighting.html) shader graph node, which you can use in shader graphs to replace or augment the image based lighting.

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<div class="post-metadata">

### Author: ![StLouis24](https://dub1.discourse-cdn.com/unity/user_avatar/discussions.unity.com/stlouis24/32/92890_2.png) [@StLouis24](https://discussions.unity.com/u/StLouis24)
#### Post date: [January 14, 2024, 10:13pm UTC](https://discussions.unity.com/t/urp-with-light/328145/3 "2024-01-14T22:13:32Z")

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![Screenshot 2024-01-14 at 2.10.37 PM](https://europe1.discourse-cdn.com/unity/original/3X/f/3/f375e1653f55064ba1415a84c288bb97348a562e.png)

Not sure if you’re asking this, but we got this to work by creating a shader for each texture that needs to be dynamically lit and adding a “PolySpatial Lighting” node, plugging it into the emission channel.

[https://docs.unity3d.com/Packages/com.unity.polyspatial.visionos@0.2/manual/PolySpatialLighting.html](https://docs.unity3d.com/Packages/com.unity.polyspatial.visionos@0.2/manual/PolySpatialLighting.html)
