LSPP

Universal Render Pipeline

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Summary

Performant screen space volumetric lighting and god rays for Unity. Easy to use. Highly configurable. Plug and play. Achieve performant god rays and light shafts in seconds.

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About

Introducing LSPP: The Ultimate Solution for Performant God Rays and Light Shafts for Unity URP

As a Unity URP user, you know how important it is to have a high-performing asset for your projects. That's why we're excited to introduce LSPP, the easy-to-use, highly configurable plug-and-play tool for achieving performant god rays and light shafts in seconds.

Easy-to-Use, Highly Configurable Plug-and-Play Tool

Say goodbye to complicated setups and hello to LSPP. With its easy-to-use interface and intuitive controls, you'll be creating stunning god rays and light shafts in no time. And because LSPP is highly configurable, you can adjust the settings to your liking and achieve the perfect look for your project. Plus, LSPP is plug-and-play, so you can get started right away without having to worry about any complicated installation processes.

Targeted for Lightweight Hardware

We know that performance is key, especially when it comes to lightweight hardware. That's why LSPP was specifically designed for this purpose. You can now achieve stunning visual effects without worrying about impacting the performance of your project. LSPP is the perfect solution for anyone looking to create high-quality visuals on lightweight hardware.

Seamless Integration with the Volume Component System

We understand that integrating new assets into your existing workflows can be a hassle. But with LSPP, we've made it easy for you. LSPP is integrated with the Volume Component System, allowing you to seamlessly adopt this light-scattering asset into your current workflows. This means that you can start creating stunning visuals without having to make any major changes to your current setup.

Customizable Sun Color Tint Parameter

We understand that every project is different, and sometimes you need to adjust the little details to achieve the perfect look. That's why LSPP allows you to adjust the Sun Color Tint parameter to your liking. By default, LSPP uses the main light color as the tint for the fog. However, with the Sun Color Tint parameter, you can adjust this tint to achieve the perfect look for your project.

Get LSPP Today and Start Creating Stunning Visuals

LSPP is the ultimate solution for anyone looking to create performant god rays and light shafts in Unity URP. With its easy-to-use interface, high configurability, and seamless integration with the Volume Component System, LSPP is the perfect tool for achieving stunning visuals without impacting the performance of your project. And with the customizable Sun Color Tint parameter, you can achieve the perfect look for your project. Don't wait any longer - get LSPP today and start creating stunning visuals that will leave your audience in awe.

Demo

FAQs

How do I set up LSPP?

  1. Add the Renderer Feature to your Renderer
  2. Add the Light Scattering override to your Global Post Processing Volume.
  3. You're done :)

Can I use LSPP and Buto together?

Absolutely - Buto and LSPP can be used together or separately for different effects.

LSPP is great at adding additional light scattering when the sun is in view. It can add really fast, really powerful light rays with minimal setup or configuration.

Buto is powerful and flexible, is physically based, and supports volumetric noise and lighting.

Combining them can give you a really cool, layered effect. Games like Elden Ring use these types of techniques together, with (their equivalent of) Buto used to add depth and texture to the scene and (their equivalent of) LSPP used to add sharp, powerful, dynamic god rays.

Transparent materials do not occlude light for LSPP

LSPP uses the depth texture to create an occlusion buffer. This occlusion buffer is used to create the god rays and shadowed areas. Transparent materials typically don't render to the depth texture, so LSPP can't incorporate them into the occlusion buffer.

For Shader Graph materials, even setting Force Depth Write to On will not cause them to write to the depth texture.

To work around this problem, you need to make sure that the transparent material will write to the depth buffer.

There are two ways to approach this challenge:

  1. You can override the depth pass of the transparent material, or
  2. You can convert the transparent material to an opaque material with alpha clip enabled. You can simulate alpha blending with dithering if needed.

In this FAQ, we'll demonstrate the issue and the approach to converting the material to an opaque alpha clip material.

An example of a sphere rendered using a Shader Graph set to Transparent. It is not rendering to the Occlusion Buffer.
We've updated the Transparent material by setting Depth Write to Force Enabled and Alpha Clip Enabled. However, the Occlusion Buffer will still not render the Transparent material because it is not present in Unity's Depth Texture.
We've updated the material to be Opaque. Now, the Occlusion Buffer is able to successfully render the material because it is present in Unity's depth texture.

Changelog

2.0.4

November 7, 2022

  • Fixed a bug causing Decals to render incorrectly in versions of Unity URP with Decal support.

2.0.3

November 7, 2022

  • Fixed a bug regarding the creation of the occlusion texture that could occur in Unity 2022+.

Previous releases not noted

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