Modern 2D LightRays
Modern 2D LightRays

Emitters & Shape

Choose the right source shape and keep rays easy to author in Scene View.

Unity 2021.3 → 6.7+URP 2DPixel ArtLight2D

Manual Quad

The Manual Quad is the default and most flexible emitter. Open Edit Quad Vertices and drag the four Scene View handles. The quad can become a trapezoid or slanted beam, but the handles stop before it degenerates into an invalid triangle.

Shape presets

RectangleEven-width beam.
SunbeamWide base with narrower source.
FanExpands outward from a narrow opening.
SlantedAngled beam for side lighting.

Sprite emitter

Assign a SpriteRenderer and the ray mesh follows the sprite's tight mesh. The source SpriteRenderer is not disabled or modified.

Collider emitter

PolygonCollider2D uses its first path, BoxCollider2D uses its exact box, and other Collider2D types use their bounds. Enable Auto Refresh when the source transform or collider changes.

Best practice: use Manual Quad for art-directed beams. Use Sprite/Collider emitters when the opening already exists as reusable scene geometry.

Light2D perimeter

When Matching Light2D is enabled, the Freeform light follows the same emitter perimeter. Sprite emitters use a convex perimeter suitable for Light2D.