Froxel-based volumetric fog & lighting for Unity. Full BIRP + URP + HDRP Unity 6 RenderGraph support. Shadows, tube beams, density primitives, terrain fog, GPU dust, and temporal reprojection.HDRP and Mobile are still in deep testing .Luminex is a production-grade volumetric fog and lighting system built on a froxel (frustum voxel) pipeline — the same architecture used in AAA titles and modern game engines.Fog density, light scattering ,shadows, and temporal reprojection are computed entirely in GPU compute shaders. This is not a post-process overlay. It is a complete atmospheric rendering stack.Compiling compute shader variants can take at least 5/8 min to fully complete , be patient ! It is only a thing to do once . ( quickest compil time will be implemented for v1.1 )Auto pipeline configuration and defines , you will have almost nothing to care about .274 automated tests. Clean, well-structured codebase with full constant coverage and no magic numbers. Three hotfix patches since launch. Actively maintained — more HDRP scenes and new features are already in development for upcoming updates.MOBILE and HDRP are in early experiment , you can try it but issues can pop .HDRP is an UNITY 6 ONLY FEATURE ! REQUIREMENTS Unity 2022.3 LTS or Unity 6. Compute shader support required (DX11+, Metal, Vulkan). Burst package.Dense roadmap with Third parties integration , enhancements and new features is already on tracks .SUPPORT abstractocclusion@outlook.comSUPPORTED PIPELINES :Built-in Render Pipeline (BIRP) — full supportUniversal Render Pipeline (URP) — full supportURP RenderGraph (Unity 6) — full supportHDRP — coming FREE in v1.1VR / XR — coming FREE in v1.2Mobile — ExperimentalVOLUMETRIC FOGHeight fog with Linear, Exponential, and Exponential Squared falloff.Cloud formation layer.Domain-warp, curl, multi-layer, and morphing noise animation.Terrain-following fog baked from Unity Terrain heightmap.Distance fog in radial and planar modes.Per-fog-volume density blend.Multiple simultaneous cameras supported.LIGHTINGPoint, spot, directional, area (rect and disc), and tube beam lights — all with full volumetric scattering.Henyey-Greenstein and Dual-Lobe phase functions.Per-light scattering color, intensity, anisotropy, cone tip radius, and local density volumes.Light probe ambient contribution.Blue noise temporal dithering.SHADOWSCustom shadow atlas with variable-resolution bin packing and score-based slot allocation.Experimental Variance Shadow Maps (VSM) with Gaussian blur and Chebyshev sampling (only spot URp for now ).PCF for spot and point lights.Up to 4 cascade shadows for directional lights with temporal scheduling and texel-snapped stabilization.Full CIE LAB color-space encoding for perceptually accurate colored and translucent shadows (stained glass, foliage).Adaptive shadow cache skips unchanged static sources.Absorbtion accumulation and surface tint mix for stacked transparent objects ( urp only )TUBE BEAMSTrue constant-radius cylinder light shafts with beam-surface reflections, mirror tracing, and a complete interactive beam puzzle system (BeamTarget, BeamTerminator, LightPuzzleManager).DENSITY PRIMITIVES 10 SDF shapes: Sphere, Box, Capsule, Cylinder, Ellipsoid, Torus, Cone, Pyramid, Hemisphere, Octahedron.Add, subtract, and multiply blend modes.Per-primitive noise and emission.SURFACE TINTColored light projection onto opaque and transparent surfaces for stained glass effects. Bilateral depth-aware blur with dilation pass.GPU DUST Compute-shader particle system with curl noise motion.Full LAB shadow integration on dust particles.PERFORMANCETemporal reprojection with camera-motion-aware feedback reduction.Adaptive quality scaling.Job System culling with optional Burst acceleration.Sparse shadow update scheduling.VolumetricLOD for per-object distance-based quality reduction.Quality presets: Low (522K froxels), Medium (1.4M), High (2.7M), Ultra (5.2M), Custom.EDITOR TOOLINGFull custom Inspector with progressive disclosure.Preset save/load system.Reflection-based validation guards.Shadow atlas, noise atlas, and surface tint debug visualizations.GPU timing overlay.Lot of demo scenes included.I used AI to analyze and clean all magic numbers , constants , handle all fastidious things and to help me follow dev road ,do best dev choices and point to science papers but code architecture and most of lines are hand written .

