LSPP: The FASTEST Unity volumetric lighting | LSPP God Rays Unity
Download: https://bit.ly/lspp-occasoftware
learn more: https://www.occasoftware.com/assets/lspp
LSPP is an extremely simple, easy to use, and highly performant screenspace Volumetric Light Scattering solution targeted for lightweight hardware. In short, LSPP intelligently determines areas of potential sun occlusion on your screen. It then uses this information to generate god rays (light shafts) from the sun.
Unlike other volumetric lighting assets, LSPP only asks for three easy steps to get started:
1. Add the Renderer Feature to your Renderer
2. Drag and drop the LSPP Manager into your scene
3. 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.
Public API
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The LSPPManager class is a member of the OccaSoftware.LSPP namespace. You must include a using OccaSoftware.LSPP directive in classes where you would like to interface with this component.
The RadialBlurManager class includes the following public methods. These can be viewed directly in source in the .cs file.
# SetLSPPMaterial
public void SetLSPPMaterial(Material lightScatteringConfiguration);
Sets the material to be used for rendering
# GetLSPPMaterial
public Material GetLSPPMaterial();
Gets the material to be used for rendering
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ABOUT OCCASOFTWARE
▷ OccaSoftware Website: https://www.occasoftware.com/
▷ OccaSoftware on the Unity Asset Store: https://assetstore.unity.com/publishers/52431
#volumetricfog #unityurpfog #unityurpvolumetriclighting