Table of Contents

Class VolumetricLightingRendererFeature

Namespace
Pinwheel.Beam
Assembly
Pinwheel.Beam.Runtime.dll

Add this renderer feature to your URP renderer data asset to render volumetric lighting and fog effect.

public sealed class VolumetricLightingRendererFeature : ScriptableRendererFeature, IDisposable
Inheritance
Object
ScriptableObject
ScriptableRendererFeature
VolumetricLightingRendererFeature
Implements
Inherited Members
ScriptableRendererFeature.Create()
ScriptableRendererFeature.OnCameraPreCull(ScriptableRenderer, in CameraData)
ScriptableRendererFeature.AddRenderPasses(ScriptableRenderer, ref RenderingData)
ScriptableRendererFeature.SetupRenderPasses(ScriptableRenderer, in RenderingData)
ScriptableRendererFeature.Dispose()
ScriptableRendererFeature.isActive
ScriptableObject.SetDirty()
ScriptableObject.CreateInstance<T>()
Object.GetInstanceID()
Object.GetHashCode()
Object.InstantiateAsync<T>(T)
Object.InstantiateAsync<T>(T, Transform)
Object.InstantiateAsync<T>(T, Vector3, Quaternion)
Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
Object.Instantiate(Object, Vector3, Quaternion)
Object.Instantiate(Object, Vector3, Quaternion, Transform)
Object.Instantiate(Object)
Object.Instantiate(Object, Scene)
Object.Instantiate<T>(T, InstantiateParameters)
Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)
Object.Instantiate(Object, Transform)
Object.Instantiate<T>(T)
Object.Instantiate<T>(T, Vector3, Quaternion)
Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
Object.Instantiate<T>(T, Transform)
Object.Destroy(Object)
Object.DestroyImmediate(Object)
Object.DontDestroyOnLoad(Object)
Object.DestroyObject(Object)
Object.FindObjectsOfType<T>()
Object.FindObjectsByType<T>(FindObjectsSortMode)
Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
Object.FindObjectOfType<T>()
Object.FindFirstObjectByType<T>()
Object.FindAnyObjectByType<T>()
Object.FindFirstObjectByType<T>(FindObjectsInactive)
Object.FindAnyObjectByType<T>(FindObjectsInactive)
Object.ToString()
Object.name
Object.hideFlags

Fields

FROXEL_SLICE_COUNT

Size of the "froxels texture" 3D, in Z dimension.

MAX_VISIBLE_FOG_VOLUME

Maximum number of volumetric fog volume that is visible.

MAX_VISIBLE_LIGHT

Maximum number of realtime light to render in scattering pass, this value is aligned with URP light limit.

Methods

GetFroxelSizePixels(QualityLevel)

Get the number of pixels covered by 1 froxel on the screen. Larger = lower quality.