Without specific settings, the Unity default Light component lets us define RGB non polarized lights. See the Unity interface overview for details on the Unity components. To create a spectral and/or polarized light, you must add the UVR Light Settings component to your light.
For lights of type "Point", "Directional", or "Spot", the UVR Light Settings component enables you to define a spectrum for the intensity of the light. The light spectrum can be defined in different ways, see the Spectrums section for more details on spectrums.
Example of Point light
Example of Directional light
For a light of type “Area”, the intensity can either be Uniform (light is emitted uniformly across the surface with a given spectrum), or defined with a measure of the light. Different light measure formats are supported by Predictive Engine, see the area light intensity section for more details.
Example of Uniform Area light
Area lights in Predictive Engine can be defined on custom geometries, not just rectangles and discs as in Unity. See the Area lights geometries section for more details.
The UVR Light Settings component also lets us define the polarization of the light :
For lights of type "Point" or "Directional", the polarization can be defined with the reduced Stokes vector or with {degree, ellipticity, orientation} properties,
For lights of type "Area" or "Spot", the polarization can be defined with the reduced Stokes vector or with a measure.
See the Polarization section for more details on polarization.