Luminex volumetric fog and lights
AbstractOcclusion
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Froxel-based volumetric fog & lighting for Unity. Full BIRP + URP + Unity 6 RenderGraph support. Shadows, tube beams, density primitives, terrain fog, GPU dust, and temporal reprojection.HDRP and VR will be shipped as free updates . Mobile is experimentalLuminex 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.v1.0 NOTECompiling ompute shader variants can take at least 5 min to fully complete , be patient !This is a v1.0 release. The core BIRP and URP pipelines are fully functional and tested. Edge-case bugs may appear across the wide range of GPU vendors and Unity configurations. Rapid hotfix patches will be issued based on user reports.HDRP, VR/XR are not supported in v1.0 — all three are coming as free updates (v1.1 and v1.2). Do not purchase if any of those are a hard requirement today. All v1.x updates are free for existing customers.MOBILE is in early experiment , you can try it but it is not yet fully implementedREQUIREMENTS Unity 2022.3 LTS or Unity 6. Compute shader support required (DX11+, Metal, Vulkan). Burst package.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.Variance Shadow Maps (VSM) with Gaussian blur and Chebyshev sampling.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 . 3D objects in demo scenes are also AI Exact process :-Lots of discussion with AI to check for best practices and structure a project- ask it to compil lot of sources and paper and put them in a project- Iterate with AI's help for debug cessions and unit tests- Until finalisation



