This shader deals with the fake beams manually placed by artists and level designers.
Assign "GeometryBeam" shader to your specified material. In this article we'll be using a simple square solid shape to show the setup.
Assign a texture to the Diffuse texture slot:
Simple grey texture | Colored macbeth chart texture |
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You can also use a texture in the Specular slot to add a dust effect:
CRYENGINE logo texture | PerlinNoise3D texture |
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A Bump map can also be applied to customize the turbulence appearance.
Without bumpmap | With noisy black/white texture | With interlaced DDN texture |
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Several lighting options are available to tweak such as brightness and ambience strength.
Ambience Strength 0.12 / Brightness 1 | Ambience Strength 10 / Brightness 1 | Ambience Strength 10 / Brightness 32 |
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Start and End color options gives you control over the overall color as well as blending. Make sure you use 255,255,255 Diffuse color in the base material setup.
Start/End Color = 0,255,0 | Start/End Color = 0,255,0 / 255,0,0 |
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Shader Params | Description | Shader Gen Option |
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Ambience Strength | General strength of the beam effect. Default is 0.12. | Default |
Base UV Scale | Control the scale/tiling of the base UV mapping for the object. | Default |
Brightness | Control the overall brightness of the beam effect. | Default |
Dust Anim Speed | Control the animation speed for the dust turbulence effect (specular map). | Dust Turbulence |
Dust UV Rotation | Change the rotation of the dust turbulence effect (specular map). | Dust Turbulence |
Dust UV Scale | Set the scale/tiling of the UV mapping for the dust turbulence effect (specular map). Default is 0.6. | Dust Turbulence |
End Color | The end color for gradient along U axis. | Default |
Soft intersection factor | Controls softness of surface interaction with other opaque scene geometry. | Default |
Start Color | The start color for gradient along U axis. | Default |
Turbulence Speed | Multiplier for turbulence (bumpmap) | Dust Turbulence |
Turbulence Visibility | Controls the visibility level of turbulence against the normal dust (bumpmap). Default is 0.55. | Dust Turbulence |
UV Vignetting | Apply a vignetting effect on the edges of the UV map. Default is 4. | UV vignetting |
Vertex Alpha Fading | If you use vertex alpha to fade out the edges, this slider enables you to control the interpolation curve. Default is 0.55. | Default |
View dependency factor | Controls the blending in and out depending on the facing angle to the camera. Default is 2. | Default |
Volumetric Scale | Controls the volumetric features when shadow receiving is enabled. Effectively this changes the soft shadow radius as well. Default is 0.7. | Receiving sun shadows |
Shader Gen Option | Description |
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Dust turbulence | Enables dust and turbulence overlay. Specular and bump map slots control dust and turbulence's appearance respectively. |
Receiving sun shadows | Enable this flag to let sun shadows be cast on the light beams, creating volumetric shafts. Can be used for interesting effect. (NB: Costly performance) |
UV vignetting | Enable vignette in UV space. |