Let There Be (Unified) Light! Unified Lighting Enters Studio Beta

Hello Creators,

Roblox is committed to providing an exceptional user experience for everyone, no matter what experience they jump into or what device they’re using. This is why we prioritize building a platform that adapts seamlessly – and that includes how we handle lighting. Our vision for lighting on Roblox is that it scales smoothly across all devices, empowering you to achieve visuals true to your artistic intent without compromising on performance.

To help bring this vision to life, we’re introducing Unified Lighting, an overhaul to configuring lighting in your experiences. This update brings immediate improvements to how lighting scales, like better lighting for mid-distance objects, while also laying the foundation for many improvements, including increased light ranges.

Rest assured, we are committed to maintaining the existing look and feel of all experiences. Unified Lighting builds upon our current lighting technologies, providing you with more options and control while not removing any existing lighting technologies.

Unified Lighting scales lighting better as seen via improved shadow gradients.

What is Unified Lighting?

Unified Lighting changes how you configure lighting in your experiences. It replaces the existing Technology property in the Lighting Service with two new, intuitive properties:

  • LightingStyle: Tell us the visual style you’re aiming for. Current options include:
    • Realistic: High-fidelity lighting with detailed shadows and shading.
    • Soft: Offers flatter-looking Lighting with diffused shadows and lower contrast between shadowed and lit areas with non-directional lighting. This is also the best option for achieving the classic Roblox look.
    • We may expand the options for Lighting Style in the future.
  • PrioritizeLightingQuality: Let us know how important lighting is to your experience.
    • Enabled: Lighting is crucial! This option will maintain lighting quality as much as possible while lowering the quality of other aspects first (e.g., draw distance). In other words, Lighting quality will be traded-off at a slower rate.
    • Disabled: Lighting is less important. This option will reduce lighting quality first in order to preserve the quality of other aspects of the experience such as draw distance.

Selecting Prioritized preserves key lighting details, such as the large building shadow, for larger distances.

Note: Neither of these properties are scriptable, similar to the old Technology property.

What Will Change for My Existing Experiences?

With Unified Lighting, you can expect improved scalability without compromising on visuals. The most noticeable change you may see is an improvement in how mid-distance objects are lit, thanks to the system’s refined control over lighting quality.

To ensure a smooth transition, your current Technology setting will be automatically mapped to the equivalent Unified Lighting settings:

  • Future: LightingStyle = Realistic & PrioritizeLightingQuality = Enabled
  • ShadowMap: Lighting Style = Soft & PrioritizeLightingQuality = Enabled
  • Voxel: LightingStyle = Soft & PrioritizeLightingQuality = Disabled

Unified Lighting preserves lighting details for mid-distance objects. Note how the main, diagonal shadow coming from the blue building is preserved the entire time when Unified Lighting is enabled.

This new system also sets the stage for future lighting enhancements. Here’s what we’re working on next:

  • Increased maximum range for local lights: Illuminate larger areas with your PointLights, SpotLights, and SurfaceLights.
  • Improved light attenuation: Achieve more realistic and nuanced lighting effects with enhanced falloff control.

How to enable Unified Lighting

  • To opt into the Studio Beta, go to File > Beta Features and enable “Unified Lighting
  • After opting in, you should see two new properties (LightingStyle and PrioritizeLightingQuality) under the Lighting Service, replacing the previous Technology property. Your previous Technology setting will automatically map to the above configurations to maintain consistency.
  • Play around with the possible combinations to get a feel for how your experience looks with different lighting settings!

Rollout Plan

  1. Studio Beta Release: [Today!] - Unified Lighting will be available to test within Studio. This means that there will be no changes in live experiences. This will enable Creators to test out this new system and report any bugs to ensure we fix them before full release.
  2. Full Release: Once we’ve addressed feedback from the Studio beta, we will enable Unified Lighting in all experiences and migrate their lighting preferences. Creators will be able to configure their experience’s lighting via the two properties listed above, and the changes will be live for all players. At this point, we will fully deprecate the Technology property under Lighting Service.

Let us know what you think in the comments below!

Shine bright,
Roblox Rendering Team


FAQ

Q: How will enabling Unified Lighting affect my experience’s performance?

A: Unified Lighting is designed to improve lighting scalability for all players. We’ve ensured that for all experiences performance will not degrade, and in certain scenarios, we’ve seen improved performance for the same perceptible visual quality.

Q: What happens if I select “Realistic” LightingStyle and “Disabled” for PrioritizeLightingQuality?

A: Currently, this will use the “Future” lighting technology, but with a shorter shading distance. This means the transition to lower-detail lighting will happen closer to the player. You may notice a difference in how objects at a mid-distance are lit.

Q: What’s going on with the GPU Light Grid technology you previewed at RDC 2023?

A: We de-prioritized GPU Light Grid to focus on performance, lighting scalability, and requested improvements like increased light ranges. We will share updates when available.


Update - 01/21/2025

We’ve noticed some crashes coming from devs using Studio with OpenGL selected as their Graphics Mode in the Studio Renderer settings. We have a fix for this incoming.

On Windows we don’t actively support OpenGL as a fully featured rendering mode in Studio, so please make sure to use the Automatic graphics mode if you want to try the Unified Lighting beta at this time.

249 Likes

This topic was automatically opened after 10 minutes.

WOW… Roblox… Unified Lighting is such an EXCITING update!!! Being able to choose styles and prioritize lighting quality makes it so much easier to create the exact look you want, The mid-distance lighting improvements and upcoming features like bigger light ranges are a HUGE step forward, Can’t wait to see what people create and dude… Roblox your starting 2025 off BIG so far, and thats AWESOME!

29 Likes

Finally, a way to fix the annoying shadows and lighting disappearing and causing weird looks on some games! :smiley: Very epic Roblox, very epic! :thumbsup:

9 Likes

This is an amazing update, now lighting on larger structures will work great too!

3 Likes

Is… Is this what I think it is?!

31 Likes

I feel like that’s the point, its not supposed to change how lighting looks but improve the backend to increase performance and allow us to have more control over visuals in the future. Such as being able to have longer ranges for lights.

7 Likes

There is no way… I’m going to LOVE this a lot.

2 Likes

it is. roblox finally seems to be stepping up their game with regards to their lighting engine… looks super optimized as well

2 Likes

I am currently having issues getting the beta enabled (probably due to me having 2 studio clients open working on multiple things at once…) will try restarting my PC and updating.

Update: Restarted my PC, tried enabling, after restarting studio it just, disappears?

1 Like

YES YES YES FINALLY, I WAS WAITING FOR THE DAY UNIFIED LIGHTING WOULD BE OUT. (as a studio beta ofc)

1 Like

Me too, it didn’t let me enable it and now it just disappeared… I’m gonna try to do it on a template like the baseplate instead, also gonna restart if needed… One moment. (edit: works now!)

This looks amazing!! super stoked that developers finally have some say in what gets prioritized in terms of rendering-time. I know some experiences that heavily rely on shadows and objects being darkened being exploited by players that intentionally set their graphics level to Low, which would give them an unfair advantage in seeing more of the map. I’ve briefly tuned in on the talks about Roblox’s plans to dynamically change the budget across the whole engine based on the device specifications, and this definitely seems related to that :smile:

I would like to ask though, given that you’re unifying these different lighting modes, I’d really love to ask: would the lack of ambient occlusion in Future lighting (now Realistic) be fixed, or become available for us to modify? Some of our maps look very jarring with Future lighting due to the minimal ambient occlusion present, however ShadowMap technology doesn’t suit our needs either. I’ve made a bug report post on this back in October of 2024, though this has been prevalent for a long while now: Ambient Occlussion is barely visible in Future lighting

Here’s how our game’s lobby looks with Future and ShadowMap respectively, as an example:



it is hard to spot a difference from just images, but the lack of ambient occlusion makes it a bit disappointing; however, switching to ShadowMap is an even worse trade-off.

7 Likes

it feels like apple has just took over the development team
breaking changes here there and everywhere but holy hell they’re cooking some insane updates

It would still be nice to have prebaked lighting grids so my train tunnels dont look bright when they should be dark.

7 Likes

Will this mean you open up the ability to change the lighting technology in a game / server using server scripts?? :eyes:

4 Likes

This is so wild. I waited for this for now 2 years. Two years to finally get beautiful and flexible graphics.

I’ll be using this as soon as it goes out of beta, for sure. Anyway, thanks for the bunch of good updates we get now. A good way to celebrate a (20 + 25)^2 year, lol.

Alright, welp, turns out, range is still limited to 60. Welp. :smiling_face_with_tear:

3 Likes

Glad to see that Roblox does not stand still and finally decided to fix the lighting in the games and strange rendering of shadows in the distance )

I might enjoy to say, you just highlighted an interesting thing with this.

The light range being limited to 60 is quite a thing I’m also disappointed of. I am sure Roblox would be capable of offering a better range. But let’s HOPE we get this changed in this new, exciting update. :coefficients:

A good situation where a higher range than 60 would be useful is for cars, every big light pointers like spotlights, and etc…

3 Likes