Class VolumetricLightingRendererFeature
Add this renderer feature to your URP renderer data asset to render volumetric lighting and fog effect.
public sealed class VolumetricLightingRendererFeature : ScriptableRendererFeature, IDisposable
- Inheritance
-
ObjectScriptableObjectScriptableRendererFeatureVolumetricLightingRendererFeature
- Implements
- Inherited Members
-
ScriptableRendererFeature.Create()ScriptableRendererFeature.OnCameraPreCull(ScriptableRenderer, in CameraData)ScriptableRendererFeature.AddRenderPasses(ScriptableRenderer, ref RenderingData)ScriptableRendererFeature.SetupRenderPasses(ScriptableRenderer, in RenderingData)ScriptableRendererFeature.Dispose()ScriptableRendererFeature.isActiveScriptableObject.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.nameObject.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.