Class VolumetricLightingVolumeComponent
Add this to your volume profile to override default volumetric lighting and fog settings
[VolumeComponentMenu("Post-processing Custom/Volumetric Lighting")]
[VolumeRequiresRendererFeatures(new Type[] { typeof(VolumetricLightingRendererFeature) })]
[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
public sealed class VolumetricLightingVolumeComponent : VolumeComponent, IApplyRevertPropertyContextMenuItemProvider, IPostProcessComponent
- Inheritance
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ObjectScriptableObjectVolumeComponentVolumetricLightingVolumeComponent
- Implements
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IApplyRevertPropertyContextMenuItemProviderIPostProcessComponent
- Inherited Members
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VolumeComponent.activeVolumeComponent.GetHashCode()VolumeComponent.AnyPropertiesIsOverridden()VolumeComponent.Release()VolumeComponent.GetSourceTerm()VolumeComponent.GetSourceName(Component)VolumeComponent.displayNameVolumeComponent.parametersScriptableObject.SetDirty()ScriptableObject.CreateInstance<T>()Object.GetInstanceID()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
Constructors
Fields
- anisotropic
Define scatter angle of incoming light. Low value makes photons scatter more forward, while high value makes them scatter in all direction.
- bright
Emphasize the bright area of light scattering.
- dark
Emphasize the dark area of light scattering.
- depthBias
Help remove banding/acne artifact on the floor.
- fogHeightAttenuationFactor
Contributes in fog attenuation based on world height.
- fogMaxHeight
Maximum world space height where fog is visible.
- fogMinHeight
Minimum world space height where fog is visible.
- fogNoiseFrequency
Frequency of the 3D noise used in fog attenuation.
- fogNoiseWindDirection
Direction of the wind, contributes in fog animation.
- fogNoiseWindStrength
Strength of fog wind, contributes in fog animation.
- intensity
Overall strength of the effect. Too high might cause visual artifacts.
- maxDistance
Maximum distance from the camera to simulate light scattering effect. Low value will miss possibly visible light, while too high value might produce flickering artifact.
- softness
Make the volumetric light looks softer, reducing aliasing due to low resolution simulation.
Methods
- IsActive()
Is the effect active and being rendered in the scene