Searchlight System — Volumetric Beam Lights for URP
Masingan
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Real-time volumetric searchlight beams for Unity 6 URP. Procedural mesh, wall clipping, custom shader, Job System raycasts. Drop-in prefabs, no post-processing.Searchlight System generates dynamic volumetric light beams that respond to your scene geometry in real time. Place a prefab, assign a material, press Play — beams deform around walls, clip correctly at surfaces, and produce soft depth-aware contact edges with no post-processing and no render textures required.The beam is a procedural cone mesh driven by per-rim raycasts. When the beam contacts a wall the mesh deforms to match — corners, angled surfaces, close range, long range — with inner ring topology that prevents geometry from passing through surfaces. A custom URP shader handles all visual properties per instance: edge softness, core highlight, distance falloff, depth-buffer soft intersection, animated atmospheric noise, electrical flicker, and stutter.Three script variants cover different use cases. The Job System version runs all raycasts in parallel on worker threads with negligible main thread cost. The simple version targets mobile and projects without Burst. The full version adds alert mode with cached color transitions and a beam factor detection system for stealth gameplay.Sweep behavior, player detection, ScriptableObject presets, and optional VFX Graph dust particles are included. A custom Inspector editor organizes all properties into collapsible foldouts with one-click preset application.Designed for indoor environments — corridors, warehouses, prisons, industrial spaces — where lights interact with architecture and performance budgets are tight.Unity 6 (6000.2+) and URP 17+ requiredRender Graph compatible — Compatibility Mode must be disabledProcedural cone mesh rebuilt via C# when raycast results changePer-rim raycasts with inner ring clamping — no geometry passes through wallsUnity Job System + Burst for parallel raycasts (~0.02ms for 10 lights)Custom URP unlit shader with MaterialPropertyBlock per-instance overridesURP Renderer Feature (SearchlightDepthFeature) for depth soft intersectionDistance-based shadow toggling to control spotlight shadow costScriptableObject config system for shareable presetsVFX Graph integration via exposed BeamRange, BeamTopRadius, ParticleColor propertiesAlert mode with automatic value caching and restorationBeam factor API for stealth detection (GetInsideBeamFactor)SearchlightDetector component with UnityEvents — no code required for detectionSearchlightSweep component with edge pause, random variation, and alert holdCustom Inspector editor with collapsible foldout sections for both script variantsTested at 10 simultaneous lights — ~3–5ms total including spotlight shadowsAI assistance was used during development of this asset. A large language model was used to assist with C# scripting, shader code, and documentation writing. All code has been reviewed, tested, and validated by the developer.




