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Baked area light falloff info #357

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May 14, 2020
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Expand Up @@ -55,7 +55,7 @@ To make the Light work with the **Animation window**, when you click on the **Ad
| **Property** | **Description** |
| --------------- | ------------------------------------------------------------ |
| **Type** | Defines the Light’s type. Lights of different Types behave differently, so when you change the **Type**, the properties change in the Inspector. Possible types are:<br />&#8226; Directional<br />&#8226; Point<br />&#8226; Spot<br />&#8226; Area |
| **Mode** | Specify the [Light Mode](https://docs.unity3d.com/Manual/LightModes.html) that HDRP uses to determine how to bake a Light, if at all. Possible modes are:<br />&#8226; [Realtime](https://docs.unity3d.com/Manual/LightMode-Realtime.html) <br />&#8226; [Mixed](https://docs.unity3d.com/Manual/LightMode-Mixed.html) <br />&#8226; [Baked](https://docs.unity3d.com/Manual/LightMode-Baked.html) |
| **Mode** | Specify the [Light Mode](https://docs.unity3d.com/Manual/LightModes.html) that HDRP uses to determine how to bake a Light, if at all. Possible modes are:<br />&#8226; [Realtime](https://docs.unity3d.com/Manual/LightMode-Realtime.html): Unity performs the lighting calculations for Realtime Lights at runtime, once per frame. <br />&#8226; [Mixed](https://docs.unity3d.com/Manual/LightMode-Mixed.html): Mixed Lights combine elements of both realtime and baked lighting. <br />&#8226; [Baked](https://docs.unity3d.com/Manual/LightMode-Baked.html): Unity performs lighting calculations for Baked Lights in the Unity Editor, and saves the results to disk as lighting data. Note that soft falloff/range attenuation is not supported for Baked Area Lights. |
| **Light Layer** | A mask that allows you to choose which Light Layers this Light affects. The affected Light only lights up Mesh Renderers with a matching **Rendering Layer Mask**.<br />This property only appears when you enable [more options](More-Options.html) for this section. |

#### Light Types guide
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