Hi, I’m considering purchasing this.
Does it only work with the scene’s directional light? Or will it allow for volumetric spotlight beams and point lights as well?
Thanks!
It supports all of the light types URP supports. So it should work with Directional, Spot, and Point Light modes. That being said, it is also limited by URP to only 8 lights at a time, until I can find a work around.
Thats amazing! Would you be able to provide more screenshots or examples of it working for Spot light beams and Point lights?
I’m trying to weigh my options for volumetric effects because there are so many on the market, lol. Is this screen space only? Any performance issues?
Thanks!
The second screenshot in the OP is a point light, for reference. Yes, things are done in screen space. It just samples the shadow maps generated by unity. There are a bunch of performance sliders/toggles in the RenderFeature settings.
The additional light stuff is handled in the same shader as the directional light, so its still just 1 draw call to compute the volumetric texture. The only cost is sampling the shadowmap on the gpu. If your target platform is mobile, I’d still recommend disabling additional light support (which is just a single toggle in the settings).
Super cool, I’m glad someone has finally created an all-in-one solution that doesn’t require additional meshes on lights.
I’ll be giving it a try as soon as I can! Thanks for the info!
Yeah I’ve used other solutions in the past, I was always annoyed by the complicated setups and general unnecessary slowness on the cpu side. I tried to keep things as simple as possible while still doing what you really want it to do.
If you find any issues, please reach out either here, dm me, or email me at coty@wanderingcorgi.com so I can help resolve anything that pops up. It’s an early release so there’s bound to be some quirks.
Hi, loving this volumetric solution! It is just what we need in our project!
Asset works great in Unity editor but I have an issue building the project with this asset. I am using Unity 2022.1.0.b6 with URP version 13.1.5 and there is a problem compiling the shader with this URP version:
Shader error in 'Hidden/CorgiGodRays/ScreenSpaceGodRays': undeclared identifier 'unity_StereoEyeIndex' at Games/the-game/Library/PackageCache/com.unity.render-pipelines.core@13.1.5/ShaderLibrary/SpaceTransforms.hlsl(33) (on d3d11)
Are you building for a VR title? That error is saying the SPI stuff isnt available. As a work around until I can figure out why it is being stripped, you can open the data file in your project and uncheck “shader stripping” in the godrays data file settings.
Ah yeah sorry, I forgot to mention that somebody emailed me with more info on the same error you were getting. I managed to replicate it and thus fix it, so it should be good to go in the latest version. It was just a problem with relying on something that was only in a particular URP version. It’s more version agnostic now!