├── .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
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/.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
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/.metadata/images/preview.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/Unity-Technologies/Volume_Lights_System/1c8adb00552e2cc1962e2495da72f0be281805bc/.metadata/images/preview.png
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/.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 %}
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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 |
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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 | }
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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 | }
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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 | }
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/CODEOWNERS:
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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
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/License.md:
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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.
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/README.md:
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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 | 
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.
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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 |
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