The 3D Handbook
Key term

Physical light units

Measuring light in lux, lumens, candela and nits instead of arbitrary engine numbers, so that sun, lamps and exposure behave like the real world and values carry over between scenes.

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Physical light units are the real-world units of light (lumen, candela, lux and nits) used to set the brightness of lights in a game engine. Instead of an arbitrary intensity, you type the output printed on a bulb's box, or the illuminance of real sunlight. In Unity's HDRP manual, the lumen describes "the total amount of visible light that a light source emits in all directions", and lux is "the unit of illuminance" (High Definition Render Pipeline manual: Physical light units).

#Why studios switched

Before physically based rendering, lighting artists usually picked "an arbitrary value for the strongest light of a scene" and set every other light relative to that key light, as Sébastien Lagarde and Charles de Rousiers put it in their SIGGRAPH 2014 talk on moving EA's Frostbite engine to PBR (SIGGRAPH 2014 Physically Based Shading course: Moving Frostbite to Physically Based Rendering). Their argument was consistency: with "a consistent unit system for light intensities", rigs can be reused across scenes and real values looked up for any light (SIGGRAPH 2014 Physically Based Shading course: Moving Frostbite to Physically Based Rendering). Frostbite converted its whole pipeline: "Frostbite's entire lighting pipeline is in photometric units" (SIGGRAPH 2014 Physically Based Shading course: Moving Frostbite to Physically Based Rendering).

The team checked the result against measured bulbs and reported that "the physics is correct!" (SIGGRAPH 2014 Physically Based Shading course: Moving Frostbite to Physically Based Rendering). They also describe the cost: converting old levels automatically "wasn't a high-quality conversion", and artists had to be trained while the features were being built (SIGGRAPH 2014 Physically Based Shading course: Moving Frostbite to Physically Based Rendering).

#The four units

Unit Measures Used for Source
Lumen (lm) Total light a source emits Bulbs, lamps (point, spot, rect lights) (High Definition Render Pipeline manual; Unreal Engine Documentation)
Candela (cd) Light emitted in one direction; 1 cd = 1 lm/sr Point, spot and rect lights (Unreal Engine Documentation)
Lux (lx) Light arriving on a surface; 1 lm per m² Sun and moon (directional lights) (Unreal Engine Documentation)
Nits (cd/m²) Brightness of a glowing surface Sky light, emissive materials (Unreal Engine Documentation; High Definition Render Pipeline manual)

Unreal's point, spot and rect lights can also use its old "Unitless" value; for converting old scenes, Epic gives "1 cd = 625 unitless" (Unreal Engine Documentation: Using Physical Lighting Units).

A logarithmic lux scale from 0.001 to one million. Markers show a starry night at 0.002, moonlight under 1, a city street at night at 30, bedrooms 150 to 300, offices 300 to 500, supermarkets 750 to 1,000, overcast midday 1,000 to 2,000, blue sky 20,000 and bright sunlight 110,000.
Real illuminance spans about eight orders of magnitude. The gap between a sunny street and an office is roughly 8 stops of exposure.Diagram by the handbook author; values from Unity's HDRP manual

#Reference values

Unity's HDRP manual lists real values you can type straight in (High Definition Render Pipeline manual: Physical light units):

Natural light Lux Artificial light Lumen
Very bright sunlight 120,000 Candle 12.57
Bright sunlight 110,000 Small decorative LED lamp under 100
Blue sky at midday 20,000 Ceiling lamp, regular room 400–800
Overcast sky at midday 1,000–2,000 Ceiling lamp, large bright room 800–1,200
Clear moonlit night under 1 Bright street light 1,000–40,000

Frostbite's own sun measurements agree: "We found it to be above 100,000" lux (SIGGRAPH 2014 Physically Based Shading course: Moving Frostbite to Physically Based Rendering).

#Physical units and exposure

Bright sunlight is about 275 times an office, around 8 stops, so the game must choose an exposure for each. If you place a physically bright light and the image turns white, Epic's advice is that the auto exposure range may be too limited, and to consider raising Auto Exposure Max EV100 (Unreal Engine Documentation: Using Physical Lighting Units). Unity's manual places scenes on the same scale, from about -2 EV for a moonless night to 14 EV for sunlit scenes (High Definition Render Pipeline manual: Physical light units). See exposure and post-processing.

#Common mistakes

Related: real-time lighting, physically based rendering, light and shadow, emissive materials.

#Further reading and watching

References

  1. Unity Technologies · Physical light units (HDRP 17 manual) · High Definition Render Pipeline manual, 2026 · docs · accessed 2026-10-21
  2. Sébastien Lagarde and Charles de Rousiers · Moving Frostbite to Physically Based Rendering (SIGGRAPH 2014 course slides) · SIGGRAPH 2014 Physically Based Shading course (hosted on Self Shadow), 2014 · talk · accessed 2026-10-21
  3. Epic Games · Using Physical Lighting Units · Unreal Engine Documentation, 2026 · docs · accessed 2026-10-21
  4. eunseolkim · Benefits of Physically Based Lighting Values vs. Game-Scaled Values in UE5 · Unreal Engine Forums, 2026 · forum · accessed 2026-10-22

Last updated 2026-10-22