How to Set Up LSPP God Rays Unity URP - Volumetric Lighting, God Rays, and Light Shafts

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LSPP is an easy to use and highly performant screen space Volumetric Light Scattering solution targeted for lightweight hardware.

Unlike other volumetric lighting assets, LSPP only asks for three easy steps to get started:
Add the Renderer Feature to your Renderer
Drag and drop the LSPP Manager into your scene
That's it, you're ready to go.

By default, the asset uses the main light color as the tint for the fog. You can adjust this tint using the Sun Color Tint parameter.

In addition, there are many exposed shader parameters that enable you to achieve the exact look you are targeting.

Simulated Fog Density
Intensity of the fog effect.

Max Ray Distance
Distance that will be sampled for occluders in screen space.

Number of Samples
Number of samples that will be taken from the occluder map to estimate light scattering intensity.

Soften Screen Edges
Limits artifacts that can occur when light shafts suddenly go offscreen, but can result in a "bordered" effect on the screen in some lighting conditions.

Animate Sampling Offset
At lower sample counts, you can see banding start to appear. Enabling this setting randomly offsets the samples, replacing banding with noise.

Sun Color Tint
Multiplies the Main Light Color by this value to enable more stylized results.

Light Must Be On Screen
Clips the scattering effect when the light leaves the screen area. This can be useful depending on your stylistic preference.

Light Falloff Basis
The Scattering effect is reduced as you look away from the main light. You can use either Ray Direction or Camera Forward as the basis of the effect's falloff.

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