The LightBeam shader can be used to create volumetric/atmospheric effects for lights. See Point Light Volumetric Effects for more information.
Several different example material setups can be found under the materials/lights/light_beams
folder.
Parameter | Description | Shader Gen Requirement |
---|---|---|
Fade Distance | Define the distance at which the effect should fade in/out. | Use Falloff |
Fade Scale | Scale how much the fading effect occurs at defined distance. | Use Falloff |
Global Density | How dense/thick the fog effect should be. | Default |
Jitter Scale | Shadow jitter amount. Use to soften shadow artifacts at the cost of shadow accuracy. | Default |
Noise Contrast | Define the contrast level of the noise effect. | Noise map |
Noise Coord Scale | Scales noise. Applies to shadow/projector UVs. | Noise map |
Noise Dir X | Define which direction the noise should travel. | Noise map |
Noise Dir Y | Define which direction the noise should travel. | Noise map |
Noise Dir Z | Define which direction the noise should travel. | Noise map |
Noise Speed | Speed at which noise travels at. | Noise map |
Parameter | Description |
---|---|
Noise map | Use 3D, procedurally generated noise map. |
Use Falloff | Activates the "Fade" parameters to tweak visual fall off settings. |
Extra Sampling | Reduces aliasing for slightly more expensive rendering. |
Below you'll find some examples of different effects that can be achieved by tweaking different parameters in the LightBeam shader.
Extra Sampling Off | Extra Sampling On |
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Global Density 0.1 | Global Density 10 |
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Jitter Scale 0 | Jitter Scale 100 |
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Noise Contrast 5 | Noise Contrast 10 |
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Noise Coord 0.1 | Noise Coord 1 |
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