Table of Contents

Class VolumetricLightingVolumeComponent

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

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
Object
ScriptableObject
VolumeComponent
VolumetricLightingVolumeComponent
Implements
IApplyRevertPropertyContextMenuItemProvider
IPostProcessComponent
Inherited Members
VolumeComponent.active
VolumeComponent.GetHashCode()
VolumeComponent.AnyPropertiesIsOverridden()
VolumeComponent.Release()
VolumeComponent.GetSourceTerm()
VolumeComponent.GetSourceName(Component)
VolumeComponent.displayName
VolumeComponent.parameters
ScriptableObject.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.name
Object.hideFlags

Constructors

VolumetricLightingVolumeComponent()

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