Real Volumetric — Volumetric Lighting, God Rays & Fog (URP, HDRP, Built-in)
u3d
$20.00
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Ray-marched volumetric lighting for Unity 6: shadowed god rays, height and distance fog, local fog volumes and volumetric point/spot lights. One Volume-driven surface for Built-in, URP and HDRP.Real Volumetric puts light in the air. One ray-marched fullscreen pass gives you shadowed god rays, height and distance fog, local fog volumes you can place by hand, and point and spot lights whose beams you can actually see — in Built-in, URP 17.3 and HDRP 17.3, driven by one identical settings surface.The shafts are real. The march asks the main light's own shadow map, step by step, whether the sun reaches that point in the air. In URP it samples the cascaded shadow map straight from the fullscreen pass; in Built-in it captures the same cascaded map with a CommandBuffer on the light; in HDRP it marches the depth buffer towards the sun. Window frames, columns, arches and branches cut the light into separate beams instead of a flat glow. A screen-space sun-shaft layer rides on top and works even with no shadow map at all.Global fog with controls that mean something. Density with a height falloff around a base height, a height-independent distance term, absorption versus in-scattering, a Henyey-Greenstein phase with an isotropic floor so a beam stays readable from every angle, and a cap on how opaque the fog is allowed to become so a scene never washes out to white.The fog moves. A baked tiling 3D noise volume modulates the density, with wind speed, wind direction and turbulence, plus a second finer octave. Set the wind and the air drifts; raise the turbulence and it swirls.Local fog volumes. Drop a Real Volumetric Volume anywhere: a box or a sphere, rotated and scaled by its transform, with its own density, colour, ambient boost, noise, soft edges and Add or Max blending. A mist bank in a hollow, smoke against a ceiling, a toxic cloud around a spill. Place as many as you like — the nearest sixteen reach the shader each frame.Volumetric point and spot lights. Add Real Volumetric Light to any Light and its beam appears in the fog. Colour, intensity, range and the spot angles come from the Light itself, so tuning the lamp tunes the beam; scatter, range scale, bulb radius and cone scale fine-tune the look. Street lamps, torches, headlights, searchlights.Built for performance, not just for screenshots. Four march tiers (8, 16, 28 and 48 steps), and full, half or quarter resolution marching upsampled with a depth-aware filter that keeps the fog from bleeding across a silhouette. Half resolution is the default and costs about a quarter of full. A stable spatial dither breaks up banding without flickering between frames, and optional temporal accumulation smooths the cheapest tiers further.A mobile tier that is honest about what it is: eight steps, no shadow-map lookups, no noise, and the screen-space sun shafts doing the work.Twelve authored presets: Dawn Haze, Dusty Interior, Cathedral, Night Fog, Ground Mist, Toxic Cloud, Cold Cave, Sandstorm, Sunset Gold, Misty Forest, Smoke Filled and Mobile Fog, plus two Stylized variants. Every preset is plain data you can read, blend and drive from script.One settings surface, three pipelines. Forty controls, generated from a single specification into the URP Volume override, the HDRP Volume override and the Built-in settings component, so a look you tune in one pipeline is the same look in the others. Blend it like any other Volume override, or lerp two presets from code.A setup wizard does the plumbing. Window, Real Volumetric, Setup detects the active pipeline and installs it: the renderer feature in URP, the custom post process registration in HDRP, the camera components in Built-in — and it generates the pipeline wrapper shaders from templates, so a Built-in-only project never sees a URP or HDRP include path.Coming from Aura 2? The manual has a parameter-by-parameter map from Aura's controls to these.Three sample scenes: a cathedral nave with a clerestory for the shafts, an outdoor street at first light with ground mist and volumetric lamps, and a minimal sandbox with a single fog volume. All pipeline-neutral, all with baked GI in Mixed mode so the sun keeps the realtime shadows the shafts are marched against.Ten debug views ship with it, including a shadow-term read-out that shows you in one frame whether the sun reaches the air you are looking through — the single most useful thing when a scene refuses to produce beams.No compute shaders. No VFX Graph. No particle systems. No extra scene rendering. It reads the depth buffer and the shadow map and composites the result back over the frame, which is why it runs on the same pipeline seams in all three render pipelines.Full C# source, a written manual, a changelog and third-party notices are included. Every shader, script and texture in the package was authored for it.Unity 6000.3.21f1 or newer. Built-in, URP 17.3 and HDRP 17.3 from one package.One ray-marched fullscreen pass: no compute shaders, no VFX Graph, no particle systems, no extra scene rendering.Shader model 3.5 (Built-in, URP) and 4.5 (HDRP). Requires a camera depth texture; the components request it.Quality tiers: 8 / 16 / 28 / 48 march steps, at full, half or quarter resolution with a depth-aware bilateral upsample.Up to 16 local fog volumes and 16 volumetric point/spot lights per frame, selected by distance and weight, with no per-frame allocations.40 controls, 12 presets and 10 debug views; full C# source and one 64x64x64 baked RGBA noise volume (the only texture in the package).Works with TAA and MSAA, orthographic and multiple cameras; XR renders but the fog buffer is not stereo-instanced in 1.0 (use March Resolution 1).The C# and HLSL source in this package was written with AI assistance and reviewed by the author. No AI-generated art is bundled: the only texture in the package is a 3D noise volume baked procedurally by the included baker from a fixed seed, and the sample scenes are built from Unity primitives and the author's own mesh by a script that ships with the package.




