Very fast shader which draws millions of point sprite lights.SpriteLights consists of custom shaders and an API which can be used to render millions of Physically Based lights in a single batch. They are not regular Unity lights, as it doesn't render light hitting a surface. Instead, it renders the light source itself.The light changes brightness depending on the viewing angle, attenuates with distance, and is visible even if it is smaller than one pixel. This combination gives the lights a realistic appearance when viewed from a distance.It is perfect for Flight Simulators as it contains some aviation specific lights such as walking strobes,PAPI lights, and runway approach lights. Other use cases are: star fields, point clouds, and city lights.Forum· All pipelines supported: Build-in, URP, and HDRP.· Very fast. All light types run entirely on the GPU using pixel/vertex shaders.· Up to 1.4 billion lights per mesh, rendered in only one batch!· Physically Based.· Includes Flight Simulator specific shaders such as walking strobes and PAPI lights.· Lights punch through fog, just like in real life.· Distance brightness attenuation.· Several light radiation patterns (lens types) available.· Distant lights visible even if they are smaller than one pixel.· Lights can have random brightness for a more realistic look.· The front and back of a light can each have a different color.· Sprites are translated upwards as they scale, so they do not intersect with the ground.· Works in forward and deferred rendering.· Works on mobile (looks best with HDR though).· Lights are not Unity lights and don't affect other objects.· API and codeless light generation available.