V-Light Volumetric Lights is using 3DTEXTURE?

how to use 3dtexture to make Volumetric Lights ?

Anybody?

I suppose that every pixel in a 3d texture is light color/intensity at a given point in space. So in your fragment shader do something like this:

fixed3 outColor = surfaceColor * tex2D( Light3DTexture, _3DUV);

Also take a look here: http://forum.unity3d.com/threads/148605-Unity-4-3D-Textures-(Volumes)

But why would you want to use 3d textures? I don’t think it’s the most efficient way to do lighting.

thanks ilya_ca~
I guess 3dtexture is good to make volumtric particle like fog,cloud,etc. fluid. it can use .dds to make 3d texture?not in code?
http://www.miaumiau.cat/2011/06/shadow-particles-part-i-generating-a-shadow-map/

AFAIK Unity 4 has support for 3d textures, so you should be able to import .DDS images.
I think it would be your best option to implement volumetric effects as a post-process effect (requires Unity Pro). You’ll have to rebuild pixel positions from the depth buffer (similar to SSAO) and apply your 3d texture lighting/fog/clouds to the input RenderTexture.