Screen-space god rays for URP. Fast radial blur, Volume controls, Render Graph native. Works out of the box with Unity 6+Super Rays adds god rays to your URP project as a post-process effect. It uses radial blur instead of heavy volumetric raymarching. The result looks great and costs a fraction of what true volumetric solutions need.You drop a Renderer Feature onto your URP renderer, add a Volume override, and tweak a few sliders. That's it. The effect tracks your main Directional Light automatically, fades out when the sun moves off-screen, and blends between Volumes like any other URP override.The processing runs at reduced resolution by default (half or quarter res), and you control quality through sample count and blur iterations. On a typical 1080p scene, you're looking at 0.05–0.15 ms of GPU time depending on settings. Full resolution with max samples is still under 1 ms.Everything runs through URP's Render Graph API no compatibility mode needed, no hacks. The shader is fully procedural with zero texture dependencies, so there's nothing extra to manage or break.Features:- Radial blur god rays as a URP Renderer Feature- Built on Render Graph API (URP 17+)- Downscaled processing: Full, Half, or Quarter resolution- 13 parameters exposed through URP Volume system with full blending- Automatic Directional Light tracking via RenderSettings.sun- Off-screen fade when the light leaves the viewport- Sky-only masking option- Adjustable luminance threshold with soft knee- Multi-iteration radial blur for longer, smoother shafts- Rays pick up the color of your Directional Light- HDR output, works with bloom and tonemapping- All parameters accessible from C# at runtime- Demo scene includedRequires Unity 6000.0+, URP 17+, Depth Texture enabled on the pipeline asset.Radial blur god rays running as a URP Renderer FeatureBuilt on Render Graph API (URP 17+), no compatibility mode fallbackDownscaled processing: Full, Half, or Quarter resolution13 exposed parameters through URP Volume system with full blending supportAutomatic main Directional Light tracking via RenderSettings.sunGraceful off-screen fade when the light source leaves the viewportSky-only masking option to restrict rays to the skyboxAdjustable luminance threshold with soft knee for controlling which pixels emit raysMulti-iteration ping-pong radial blur for longer, smoother shaftsLight color multiplication — rays pick up the color of your Directional LightHDR output compatible, works with bloom and tonemappingFully procedural shader, no texture assets requiredAll parameters accessible from C# at runtime via VolumeManager stackDemo scene includedRequires Unity 6000.0+, URP 17+, and Depth Texture enabled on the pipeline asset.




