Lightbeam.LightBeam Shader

Overview

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.

Shader Params

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

Shader Gen Params

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.

Examples

Below you'll find some examples of different effects that can be achieved by tweaking different parameters in the LightBeam shader.

Extra Sampling OffExtra Sampling On
Global Density 0.1Global Density 10
Jitter Scale 0Jitter Scale 100
Noise Contrast 5Noise Contrast 10
Noise Coord 0.1Noise Coord 1