├── .gitattributes ├── .gitignore ├── .metadata ├── docs │ └── terms-and-conditions.txt ├── images │ ├── icon.jpg │ └── preview.png └── metadata.yaml ├── .yamato └── upm-ci.yml ├── Assets ├── Sample-Specific_Content.meta ├── Sample-Specific_Content │ ├── Glow.mat │ └── Glow.mat.meta ├── Scenes.meta ├── Scenes │ ├── SampleScene.unity │ └── SampleScene.unity.meta ├── Settings.meta ├── Settings │ ├── SampleSceneProfile.asset │ ├── SampleSceneProfile.asset.meta │ ├── URP-HighFidelity-Renderer.asset │ ├── URP-HighFidelity-Renderer.asset.meta │ ├── URP-HighFidelity.asset │ └── URP-HighFidelity.asset.meta ├── UniversalRenderPipelineGlobalSettings.asset ├── UniversalRenderPipelineGlobalSettings.asset.meta ├── VolumeLightsSystem.meta └── VolumeLightsSystem │ ├── Materials.meta │ ├── Materials │ ├── VolumeLight.mat │ └── VolumeLight.mat.meta │ ├── Models.meta │ ├── Models │ ├── VolumeLightBox.fbx │ └── VolumeLightBox.fbx.meta │ ├── Prefabs.meta │ ├── Prefabs │ ├── VolumeLightBox.prefab │ └── VolumeLightBox.prefab.meta │ ├── Scripts.meta │ ├── Scripts │ ├── Editor.meta │ ├── Editor │ │ ├── VolumeLightInstanceEditor.cs │ │ └── VolumeLightInstanceEditor.cs.meta │ ├── RendererFeatures.meta │ ├── RendererFeatures │ │ ├── EnableDepthNormals.cs │ │ ├── EnableDepthNormals.cs.meta │ │ ├── Unity.RenderPipelines.Universal.Runtime.asmref │ │ └── Unity.RenderPipelines.Universal.Runtime.asmref.meta │ ├── VolumeLightInstance.cs │ └── VolumeLightInstance.cs.meta │ ├── Shaders.meta │ └── Shaders │ ├── VolumeLight.shader │ └── VolumeLight.shader.meta ├── CODEOWNERS ├── License.md ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── BurstAotSettings_StandaloneWindows.json ├── ClusterInputManager.asset ├── CommonBurstAotSettings.json ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── MemorySettings.asset ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── SceneTemplateSettings.json ├── ShaderGraphSettings.asset ├── TagManager.asset ├── TimeManager.asset ├── URPProjectSettings.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset ├── XRSettings.asset └── boot.config ├── README.md ├── README_RESOURCES └── VolumeLightsSystem_Preview.png └── catalog-info.yaml /.gitattributes: -------------------------------------------------------------------------------- 1 | * text=auto 2 | 3 | # Unity insists using LF for its text assets so prevent changing them to CRLF 4 | *.unity text eol=lf 5 | *.prefab text eol=lf 6 | *.asset text eol=lf 7 | *.meta text eol=lf 8 | *.json text eol=lf 9 | *.mat text eol=lf 10 | *.mesh text eol=lf 11 | *.txt text eol=lf -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore 3 | 4 | # A marker file of which existence is used to decide whether to run the first-launch experience or not. 5 | InitCodeMarker 6 | /[Tt]utorial [Dd]efaults/ 7 | 8 | # Packed templates go here 9 | upm-ci~/ 10 | upm-ci.log 11 | 12 | # Never ignore Asset meta data... 13 | !/[Aa]ssets/**/*.meta 14 | 15 | # User's project-specific settings implemented using Settings Manager 16 | /ProjectSettings/Packages 17 | 18 | # The rest are general best practices for Unity projects 19 | /.Editor/ 20 | /[Ll]ibrary/ 21 | /[Tt]emp/ 22 | /[Oo]bj/ 23 | /[Bb]uild/ 24 | /[Bb]uilds/ 25 | /[Ll]ogs/ 26 | /[Mm]emoryCaptures/ 27 | /[Vv]alidationSuiteResults/ 28 | 29 | # Project/user-specific settings using Settings Manager 30 | /ProjectSettings/Packages/ 31 | # UserSettings introduced in 2020.1 32 | /UserSettings/ 33 | 34 | # Uncomment this line if you wish to ignore the asset store tools plugin 35 | /[Aa]ssets/AssetStoreTools* 36 | 37 | # Autogenerated Jetbrains Rider plugin 38 | [Aa]ssets/Plugins/Editor/JetBrains* 39 | 40 | # Rider 41 | .idea/ 42 | 43 | # Visual Studio cache directory 44 | .vs/ 45 | 46 | # Visual Studio Code settings directory 47 | .vscode/ 48 | 49 | # Gradle cache directory 50 | .gradle/ 51 | 52 | # Autogenerated VS/MD/Consulo solution and project files 53 | ExportedObj/ 54 | .consulo/ 55 | *.csproj 56 | *.unityproj 57 | *.sln 58 | *.suo 59 | *.tmp 60 | *.user 61 | *.userprefs 62 | *.pidb 63 | *.booproj 64 | *.svd 65 | *.pdb 66 | *.mdb 67 | *.opendb 68 | *.VC.db 69 | 70 | # Unity3D generated meta files 71 | *.pidb.meta 72 | *.pdb.meta 73 | *.mdb.meta 74 | 75 | # Unity3D generated file on crash reports 76 | sysinfo.txt 77 | 78 | # Builds 79 | *.apk 80 | *.unitypackage 81 | 82 | # Crashlytics generated file 83 | crashlytics-build.properties 84 | *.orig 85 | *.orig.meta 86 | 87 | # Ignore build reports 88 | /Assets/BuildReports* 89 | 90 | # Mac file setting 91 | .DS_Store 92 | -------------------------------------------------------------------------------- /.metadata/docs/terms-and-conditions.txt: -------------------------------------------------------------------------------- 1 | THIS IS THE TERMS AND CONDITIONS PLACEHOLDER -------------------------------------------------------------------------------- /.metadata/images/icon.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Unity-Technologies/Volume_Lights_System/1c8adb00552e2cc1962e2495da72f0be281805bc/.metadata/images/icon.jpg -------------------------------------------------------------------------------- /.metadata/images/preview.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Unity-Technologies/Volume_Lights_System/1c8adb00552e2cc1962e2495da72f0be281805bc/.metadata/images/preview.png -------------------------------------------------------------------------------- /.metadata/metadata.yaml: -------------------------------------------------------------------------------- 1 | packageName: com.unity.template.xxx 2 | name: NEW NAME 3 | description: translationMap 4 | icon: file://images/icon.png 5 | previewImage: file://images/preview.png 6 | category: Core 7 | buildPlatform: Windows 8 | renderPipeline: BuiltIn 9 | termsOfService: file://docs/terms-and-conditions.txt 10 | #extraFields: # (Optional) - A list of extra metadata that can be developer-defined as key/value pairs where value is always a string. 11 | # - name: ageGate 12 | # value: "12+" 13 | translationMap: 14 | description: 15 | en-US: "With this template, blablabla" 16 | zh-CN: "使用此模板,..." -------------------------------------------------------------------------------- /.yamato/upm-ci.yml: -------------------------------------------------------------------------------- 1 | target_editor: 2 | version: 2019.4 3 | test_editors: 4 | - version: 2019.4 5 | #- version: 2020.1 6 | #- version: 2020.2 7 | #- version: trunk 8 | test_platforms: 9 | - name: win 10 | type: Unity::VM 11 | image: package-ci/win10:stable 12 | flavor: b1.large 13 | - name: mac 14 | type: Unity::VM::osx 15 | image: package-ci/mac:stable 16 | flavor: m1.mac 17 | #- name: ubuntu 18 | # type: Unity::VM 19 | # image: package-ci/ubuntu:stable 20 | # flavor: b1.large 21 | # Use if Linux instance with GPU required 22 | #- name: centos 23 | # type: Unity::VM::GPU 24 | # image: package-ci/centos:stable 25 | # flavor: b1.large 26 | --- 27 | prepack: 28 | name: Pre-Pack - Primed Artifacts 29 | agent: 30 | type: Unity::VM 31 | image: package-ci/win10:stable 32 | flavor: b1.large 33 | commands: 34 | - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade 35 | - unity-downloader-cli -u {{target_editor.version}} -c editor -w 36 | - .\.Editor\Unity.exe -batchmode -quit 37 | artifacts: 38 | primed: 39 | paths: 40 | - "Library/Artifacts/**" 41 | - "Library/ArtifactDB" 42 | - "Library/SourceAssetDB" 43 | 44 | pack: 45 | name: Pack 46 | agent: 47 | type: Unity::VM 48 | image: package-ci/ubuntu:stable 49 | flavor: b1.large 50 | commands: 51 | - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm 52 | - upm-ci template pack 53 | dependencies: 54 | - .yamato/upm-ci.yml#prepack 55 | artifacts: 56 | packages: 57 | paths: 58 | - "upm-ci~/**/*" 59 | 60 | {% for editor in test_editors %} 61 | {% for platform in test_platforms %} 62 | test_{{ platform.name }}_{{ editor.version }}: 63 | name : Test {{ editor.version }} on {{ platform.name }} 64 | agent: 65 | type: {{ platform.type }} 66 | image: {{ platform.image }} 67 | flavor: {{ platform.flavor}} 68 | commands: 69 | - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm 70 | - {% if platform.name == "centos" %}DISPLAY=:0 {% endif %}upm-ci template test -u {{ editor.version }} --extra-create-project-arg="-upmNoDefaultPackages" 71 | artifacts: 72 | logs: 73 | paths: 74 | - "upm-ci~/test-results/**/*" 75 | dependencies: 76 | - .yamato/upm-ci.yml#pack 77 | {% endfor %} 78 | {% endfor %} 79 | 80 | test_trigger: 81 | name: Tests Trigger 82 | triggers: 83 | branches: 84 | only: 85 | - "master" 86 | - "dev" 87 | - "/staging-.*/" 88 | pull_requests: 89 | - targets: 90 | only: 91 | - "/.*/" 92 | dependencies: 93 | - .yamato/upm-ci.yml#pack 94 | {% for editor in test_editors %} 95 | {% for platform in test_platforms %} 96 | - .yamato/upm-ci.yml#test_{{platform.name}}_{{editor.version}} 97 | {% endfor %} 98 | {% endfor %} 99 | 100 | publish: 101 | name: Publish to Internal Registry 102 | agent: 103 | type: Unity::VM 104 | image: package-ci/win10:stable 105 | flavor: b1.large 106 | commands: 107 | - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm 108 | - upm-ci template publish 109 | triggers: 110 | tags: 111 | only: 112 | - /^(r|R)(c|C)-\d+\.\d+\.\d+(-preview(\.\d+)?)?$/ 113 | artifacts: 114 | packages: 115 | paths: 116 | - "upm-ci~/packages/**/*" 117 | - "upm-ci~/templates/*.tgz" 118 | dependencies: 119 | - .yamato/upm-ci.yml#pack 120 | {% for editor in test_editors %} 121 | {% for platform in test_platforms %} 122 | - .yamato/upm-ci.yml#test_{{ platform.name }}_{{ editor.version }} 123 | {% endfor %} 124 | {% endfor %} -------------------------------------------------------------------------------- /Assets/Sample-Specific_Content.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 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-------------------------------------------------------------------------------- /Assets/VolumeLightsSystem/Scripts/Editor/VolumeLightInstanceEditor.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEditor; 5 | 6 | [CustomEditor(typeof(VolumeLightInstance))] 7 | public class VolumeLightInstanceEditor : Editor 8 | { 9 | public override void OnInspectorGUI() 10 | { 11 | base.OnInspectorGUI(); 12 | 13 | EditorGUILayout.HelpBox("Note: If the DepthNormals prepass is not enabled, then there will be no influence from normals on Volume Lights, and if \"Normals Influence\" is set to 1, the light will not be visible at all. To enable the DepthNormals prepass, your main Renderer must have either an \"Enable Depth Normals\" Renderer Feature, or a \"Screen Space Ambient Occlusion\" Renderer Feature with the depth \"Source\" mode set to \"Depth Normals.\"", MessageType.Info); 14 | } 15 | } 16 | -------------------------------------------------------------------------------- /Assets/VolumeLightsSystem/Scripts/Editor/VolumeLightInstanceEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 64cc6973babd91b4096e08fcf9658ee3 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/VolumeLightsSystem/Scripts/RendererFeatures.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9b9e67d6620873947bc793426af48c35 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/VolumeLightsSystem/Scripts/RendererFeatures/EnableDepthNormals.cs: -------------------------------------------------------------------------------- 1 | namespace UnityEngine.Rendering.Universal 2 | { 3 | [DisallowMultipleRendererFeature] 4 | [Tooltip("Forces the DepthNormals prepass to be generated and available to shaders for both forward and deferred renderers.")] 5 | internal class EnableDepthNormals : ScriptableRendererFeature 6 | { 7 | // Private Fields 8 | private EnableDepthNormalsPass m_SSAOPass = null; 9 | 10 | /// 11 | public override void Create() 12 | { 13 | // Create the pass... 14 | if (m_SSAOPass == null) 15 | { 16 | m_SSAOPass = new EnableDepthNormalsPass(); 17 | } 18 | } 19 | 20 | /// 21 | public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) 22 | { 23 | bool shouldAdd = m_SSAOPass.Setup(renderer); 24 | if (shouldAdd) 25 | { 26 | renderer.EnqueuePass(m_SSAOPass); 27 | } 28 | } 29 | 30 | // The SSAO Pass 31 | private class EnableDepthNormalsPass : ScriptableRenderPass 32 | { 33 | internal bool Setup(ScriptableRenderer renderer) 34 | { 35 | ConfigureInput(ScriptableRenderPassInput.Normal); 36 | 37 | return true; 38 | } 39 | 40 | public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) 41 | { 42 | // Do Nothing - we only need the DepthNormals to be configured in the Setup method 43 | } 44 | } 45 | } 46 | } -------------------------------------------------------------------------------- /Assets/VolumeLightsSystem/Scripts/RendererFeatures/EnableDepthNormals.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fbfb93961c615b247aa6c4bfb3eb3c92 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/VolumeLightsSystem/Scripts/RendererFeatures/Unity.RenderPipelines.Universal.Runtime.asmref: -------------------------------------------------------------------------------- 1 | { 2 | "reference": "GUID:15fc0a57446b3144c949da3e2b9737a9" 3 | } -------------------------------------------------------------------------------- /Assets/VolumeLightsSystem/Scripts/RendererFeatures/Unity.RenderPipelines.Universal.Runtime.asmref.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8f32a8c4f714aa640a0b7d74592e8387 3 | AssemblyDefinitionReferenceImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/VolumeLightsSystem/Scripts/VolumeLightInstance.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using UnityEngine; 5 | 6 | public class VolumeLightInstance : MonoBehaviour 7 | { 8 | private static readonly int _colorPropertyId = Shader.PropertyToID("_Color"); 9 | private static readonly int _flickerPropertyId = Shader.PropertyToID("_Flicker"); 10 | private static readonly int _normalsInfluencePropertyId = Shader.PropertyToID("_NormalsInfluence"); 11 | 12 | [ColorUsage(false, true)] public Color Color = new Color(1f, 1f, 1f, 0f); 13 | [Range(0f, 1f)] public float FlickerIntensity = 0.5f; 14 | [Range(0f, 1f)] public float NormalsInfluence = 1.0f; 15 | [HideInInspector] [SerializeField] private Renderer thisRenderer; 16 | 17 | #if UNITY_EDITOR 18 | private void OnValidate() 19 | { 20 | if (!thisRenderer) 21 | { 22 | thisRenderer = GetComponent(); 23 | } 24 | 25 | UpdateProperties(); 26 | } 27 | #endif 28 | 29 | private void OnBecameVisible() 30 | { 31 | #if !UNITY_EDITOR 32 | UpdateProperties(); 33 | #endif 34 | 35 | #if UNITY_EDITOR 36 | if (Application.isPlaying && gameObject.scene != null) 37 | #endif 38 | { 39 | Destroy(this); 40 | } 41 | } 42 | 43 | private void UpdateProperties() 44 | { 45 | if (thisRenderer) 46 | { 47 | var propertyBlock = new MaterialPropertyBlock(); 48 | propertyBlock.SetColor(_colorPropertyId, Color); 49 | propertyBlock.SetFloat(_flickerPropertyId, FlickerIntensity); 50 | propertyBlock.SetFloat(_normalsInfluencePropertyId, NormalsInfluence); 51 | 52 | thisRenderer.SetPropertyBlock(propertyBlock); 53 | } 54 | } 55 | } -------------------------------------------------------------------------------- /Assets/VolumeLightsSystem/Scripts/VolumeLightInstance.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4b621ae94e0390b4d8b802205c802723 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/VolumeLightsSystem/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: aa2e76c9b3447c043ac0196c8c9b89fc 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/VolumeLightsSystem/Shaders/VolumeLight.shader: -------------------------------------------------------------------------------- 1 | Shader "Unlit/VolumeLight" 2 | { 3 | Properties 4 | { 5 | [HDR] _Color ("Color", Color) = (1,1,1,0) 6 | _Flicker ("Flicker Intensity", Range(0, 1)) = 1.0 7 | _NormalsInfluence ("Normals Influence", Range(0, 1)) = 0.75 8 | } 9 | 10 | SubShader 11 | { 12 | Tags 13 | { 14 | "RenderType"="Transparent" 15 | "Queue"="Transparent-100" 16 | "DisableBatching"="True" 17 | } 18 | 19 | Pass 20 | { 21 | Lighting Off 22 | Blend One One 23 | ZWrite Off 24 | ZTest Always 25 | Cull Front 26 | 27 | HLSLPROGRAM 28 | #pragma vertex vert 29 | #pragma fragment frag 30 | 31 | // The Core.hlsl file contains definitions of frequently used HLSL 32 | // macros and functions, and also contains #include references to other 33 | // HLSL files (for example, Common.hlsl, SpaceTransforms.hlsl, etc.). 34 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" 35 | 36 | // The DeclareDepthTexture.hlsl file contains utilities for sampling the 37 | // Camera depth texture. 38 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl" 39 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl" 40 | 41 | 42 | struct Attributes 43 | { 44 | float3 positionOS : POSITION; 45 | half3 normalOS : NORMAL; 46 | }; 47 | 48 | struct Varyings 49 | { 50 | float4 positionHCS : SV_POSITION; 51 | half flicker : TANGENT; 52 | }; 53 | 54 | // The square root of 3 is the distance from the center of a 2x2x2 55 | // box to any of its corners; essentially, the magnitude of (1, 1, 1). 56 | static const float sqrtOf3 = 1.73205080757; 57 | 58 | // Use CBUFFER to ensure SRP Batcher compatibility 59 | CBUFFER_START(UnityPerMaterial) 60 | half3 _Color; 61 | float _Flicker; 62 | float _NormalsInfluence; 63 | CBUFFER_END 64 | 65 | Varyings vert(Attributes IN) 66 | { 67 | Varyings OUT; 68 | 69 | OUT.positionHCS = TransformObjectToHClip(IN.positionOS); 70 | 71 | float3 centerPosWS = TransformObjectToWorld(float3(0.0, 0.0, 0.0)); 72 | 73 | float time = _Time.y * 1.5; 74 | time += centerPosWS.x + centerPosWS.y + centerPosWS.z; 75 | half flicker = sin(time * 2.0 + sin(time * 3.0) + sin(time * 16.0)) * 0.5 + 0.5; 76 | flicker = 1.0 - (flicker * _Flicker); 77 | 78 | OUT.flicker = flicker; 79 | 80 | return OUT; 81 | } 82 | 83 | half4 frag(Varyings IN) : SV_Target 84 | { 85 | // To calculate the UV coordinates for sampling the depth buffer, 86 | // divide the pixel location by the render target resolution 87 | // _ScaledScreenParams. 88 | float2 UV = IN.positionHCS.xy / _ScaledScreenParams.xy; 89 | 90 | // Sample the depth from the Camera depth texture. 91 | #if UNITY_REVERSED_Z 92 | real depth = SampleSceneDepth(UV); 93 | #else 94 | // Adjust Z to match NDC for OpenGL ([-1, 1]) 95 | real depth = lerp(UNITY_NEAR_CLIP_VALUE, 1, SampleSceneDepth(UV)); 96 | #endif 97 | 98 | // Reconstruct the world space positions. 99 | float3 worldPos = ComputeWorldSpacePosition(UV, depth, UNITY_MATRIX_I_VP); 100 | 101 | // Get the scene's position in this object's space 102 | float3 objectPos = TransformWorldToObject(worldPos); 103 | 104 | float falloff = length(objectPos); 105 | falloff = 1.0 - min(1.0, falloff); 106 | falloff = pow(falloff, 2.6); 107 | 108 | float intensity = falloff * IN.flicker; 109 | 110 | float3 normalWS = SampleSceneNormals(UV); 111 | float3 centerPosWS = TransformObjectToWorld(float3(0, 0, 0)); 112 | float3 lightDir = normalize(centerPosWS - worldPos); 113 | float lambert = saturate(dot(normalWS, lightDir)); 114 | 115 | float lambertBlend = lerp(1, lambert, _NormalsInfluence);\ 116 | 117 | half3 color = _Color * intensity * lambertBlend; 118 | 119 | return half4(color, 1.0); 120 | } 121 | ENDHLSL 122 | } 123 | } 124 | } -------------------------------------------------------------------------------- /Assets/VolumeLightsSystem/Shaders/VolumeLight.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7a0fc0d390c9ba646814540eb94ff915 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | preprocessorOverride: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /CODEOWNERS: -------------------------------------------------------------------------------- 1 | # see https://docs.github.com/en/github/creating-cloning-and-archiving-repositories/about-code-owners for more information 2 | * @Unity-Technologies/accelerate-solutions-hackweek -------------------------------------------------------------------------------- /License.md: -------------------------------------------------------------------------------- 1 | “Volume Lights System" copyright © 2023 Unity Technologies 2 | 3 | Licensed under the Apache 2.0 License; 4 | you may not use this file except in compliance with the License. 5 | You may obtain a copy of the License at 6 | 7 | http://www.apache.org/licenses/LICENSE-2.0 8 | 9 | Unless required by applicable law or agreed to in writing, software 10 | distributed under the License is distributed on an "AS IS" BASIS, 11 | WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 12 | See the License for the specific language governing permissions and 13 | limitations under the License. -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.render-pipelines.universal": "12.1.7", 4 | "com.unity.ugui": "1.0.0", 5 | 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-------------------------------------------------------------------------------- 1 | { 2 | "m_SettingKeys": [ 3 | "VR Device Disabled", 4 | "VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /ProjectSettings/boot.config: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Unity-Technologies/Volume_Lights_System/1c8adb00552e2cc1962e2495da72f0be281805bc/ProjectSettings/boot.config -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Volume Lights System 2 | 3 | The purpose of this project is to demonstrate how URP's "DepthNormals" prepass can be used to render approximated point lights using specially-shaded meshes instead of actual lights. This effect is especially useful for adding exaggerated stylized lighting. 4 | 5 | ![Image of selected Area Lights in a dark scene.](README_RESOURCES/VolumeLightsSystem_Preview.png) 6 | 7 | ## Notable Included Assets 8 | 9 | - A prefab which can be added to scenes to create Volume Lights 10 | - The prefab also has a VolumeLightInstance component on it, which uses PropertyBlocks to set per-renderer material values while maintaining GPU instancing support. 11 | - A URP Renderer Feature specifically for enabling the DepthNormals prepass, so that users do not need to enable it by adding the SSAO Renderer Feature's and setting its Source property to "Depth Normals" (the only place it can be specified in vanilla URP). 12 | - Note: if the DepthNormals prepass is not enabled by some means, then Volume Lights will still work, but their "Normals Influence" should be set to 0 to ensure visibility. 13 | 14 | ## Installation 15 | 16 | The best way to install this package is to download it via the VolumeLightsSystem.unitypackage available in the [Releases](https://github.com/Unity-Technologies/Volume_Lights_System/releases/) section. 17 | 18 | 1. Download the VolumeLightsSystem.unitypackage from the [Releases](https://github.com/Unity-Technologies/Volume_Lights_System/releases/) section. 19 | 2. Import VolumeLightsSystem.unitypackage into your URP project. 20 | 3. Add VolumeLight prefabs to your scenes as desired. 21 | 22 | ## Performance Implications 23 | 24 | While the shaders for this effect are relatively inexpensive, they are not "free". In particular, the lighting effect's shader uses Additive blending in the Transparent pass; this means that when several of these lights are viewed stacked in front of one another, they will have overdraw impacts (pixels will draw once per Volume Light in that pixel). Overdraw can be very costly on some lower-power devices, such as mobile phones. So - make sure to test the performance in your particular project, and on your target devices, to ensure this effect provides acceptable performance for your scenarios. -------------------------------------------------------------------------------- /README_RESOURCES/VolumeLightsSystem_Preview.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Unity-Technologies/Volume_Lights_System/1c8adb00552e2cc1962e2495da72f0be281805bc/README_RESOURCES/VolumeLightsSystem_Preview.png -------------------------------------------------------------------------------- /catalog-info.yaml: -------------------------------------------------------------------------------- 1 | # For more information about the available options please visit: http://go/backstage (VPN required) 2 | apiVersion: backstage.io/v1alpha1 3 | kind: Component 4 | metadata: 5 | annotations: 6 | github.com/project-slug: Unity-Technologies/Volume_Lights_System 7 | name: Volume_Lights_System 8 | description: "This project demonstrates how URP's DepthNormals prepass can be used to create mesh-volume-based lights; that is, the illusion of simple lighting rendered on the backfaces of box meshes placed in a scene." 9 | labels: 10 | costcenter: "1047" 11 | tags: 12 | - planned-public 13 | spec: 14 | type: other 15 | lifecycle: experimental 16 | owner: unity-technologies/accelerate-solutions-hackweek 17 | --------------------------------------------------------------------------------