Lighting Guide for SMX Maps
So, you just finished a map for SMX and the lighting looks off? No stress. This guide shows you how to light your scene like a pro the same setup used on official SMX tracks.
Day Lighting
1) Directional Lighting (Daylight)
Let’s start with the basics: the Sun 🌞. A Directional Light in Unity simulates sunlight (or moonlight).
- Directional Light Angle: Around 20° (X) for contrasty shadows
- Mode: Realtime
- Color: #FFEEB7 (depends on your vibe)
- Intensity: 2
- Indirect Multiplier: 1
- Shadows: Soft Shadows
2) Lighting → Environment (Day)
In Lighting → Environment, set Sun Source to your directional light. Create a new Material and set its shader to Skybox/Procedural.
Skybox Settings (Day)
- Sun: High Quality
- Sun Size: 0.04
- Sun Size Convergence: 5
- Atmosphere Thickness: 0.53
- Sky Tint: #FFFFFF (The sky tint also affects the clouds color)
- Ground Color: #A3B0BD (The ground color also affects the accent color of the clouds)
- Exposure: 1.25
Apply this material to Lighting → Environment → Skybox Material.
Other Environment Settings (Day)
- Realtime Shadow Color: #6B7AA0
- Environment Lighting Source: Set to Skybox, Intensity Multiplier: 1
Reflections (Day)
- Set Environment Reflections to Custom
- Create a Reflection Probe at the center of the scene (slightly above ground)
- Scale it to cover the terrain
- Settings:Set type to "Custom", Resolution 128, HDR Enabled, Shadow Distance 1000, Clear Flags Skybox
- Bake to save it in your assets and assign the cubemap to Environment Reflections Cubemap
- In Lighting → Environment → Environment Reflections set Compression: Auto, Intensity: 1 and Bounces: 1
Fog (Day)
- Mode: Exponential Squared
- Density: 0.001
- Color: Use the color picker and select the color slightly above the horizon of your skybox, in this case is #E9FEFE
Lastly, make sure to clean any baked lightmaps, click on the arrow right from the Generate Lighting Button and click Clear Baked Data! That’s it for daylight ✅
Night Lighting
1) Directional Light (Night)
The directional light becomes your moon. Keep it low for shadows (but not below the map).
- Directional Light Angle: Around 20° (X) for contrasty shadows
- Mode: Realtime
- Color: #A2BCFF
- Intensity: 0.1
- Indirect Multiplier: 1
- Shadows: Soft Shadows
2) Lighting → Environment (Night)
Set Sun Source to your moonlight. Create a new Skybox/Procedural material and apply these settings:
Skybox Settings (Night)
- Sun: High Quality
- Sun Size: 0.022
- Sun Size Convergence: 8.98
- Atmosphere Thickness: 0.08
- Sky Tint: #FFFFFF (The sky tint also affects the clouds color)
- Ground Color: #100F07 (The ground color also affects the accent color of the clouds)
- Exposure: 1
Other Environment Settings (Night)
- Realtime Shadow Color: #6B7AA0
- Environment Lighting Source: Set to Color (Ambient R:162 G:153 B:136)
Reflections (Night)
Same process as daylight reflections: set to Custom, place probe at scene center but above the ground, Set type to "Custom", bake, and assign the cubemap.
- Compression: Auto
- Intensity: 1
- Bounces: 1
Fog (Night)
Disabled by default for visibility. Use the daytime fog settings if you want extra atmosphere.
Lastly, make sure to clean any baked lightmaps, click on the arrow right from the Generate Lighting Button and click Clear Baked Data! That’s it for Nightlight ✅
Done! Your SMX track should now look polished in both day and night.