Just wanted to add for support questions email me at
New version should be coming out with some bug fixes and the test version of volumetric fog.
V-Light True Volumetric Lights
V-Light Volumetric lights now available in the asset store.
V-Lights allows you to easily create true volumetric spot lights and points lights. Not faked with 2D sprites but true volumes that can cast shadows.
-Full integration into the editor.
-Easily create lights like normal game objects.
-Freely adjust light textures, tint and animated noise.
-Baked and *realtime volumetric shadow maps.
-*High speed off-screen rendering filter for better performance.
-Tons of features coming in future upgrades.
-Full LOD system
For demos and more information go to
Demo page with a full sample game
*Requires unity pro.
Last edited by brianasu; 10-14-2011 at 08:04 PM. Reason: support stuff
Ooo me want. Payday seems to far away :P
Feel free to post any suggestions or support questions here.
I tried the demo on two computers and there seems to be a screen door affect. Is that Dependant on your video card or is that just a byproduct of the method you are using?
That's called interleaved sampling effect. It helps reduce the amount of banding in the colors if you don't put a large amount of volumetric slices and more importantly used to optimize performance by cutting fillrate. It's kinda like 3D dithering. It's totally optional to use the effect and you can remove it completely by turning on screen space blur option. I just thought it looks kinda cool
I have been looking for a really long time for a convincing Nebula solution. If you really are going to do volumetric fog could you try and create a nebula demo? Preferably something that's multi colored or can take in multi colors on white particles via point lights.
That's a pretty cool idea, something I never thought of using volumetric fog for. You could possible just create random patches of volumetric fog with 3D noise. Probably something like perlin noise would have to be applied or a 3D texture would have to be used to give the fog random density. Unfortunately Unity3D doesn't support 3d textures now but the noise might be possible. This would probably require shader 3.0 which I was trying to avoid.
The fog getting effected by lights might also be possible. I haven't tried that out either. I was thinking more on the lines of small patches of ground fog. Something more like metro 2033. Nothing like a nebula but I'll see what I can do. Thanks for the idea.
So I made up a quick demo of space nebula. This is all done simply with colored volumetric point lights with noise so nothing too special but I think it could possibly work. The effect works well when you move the ship into the centre of the lights.
Last edited by brianasu; 10-11-2011 at 06:28 AM.
Right now it's only pc/mac. I haven't ported over to opengl es. Should work theoretically minus shadows but hasn't been tested yet.
Can you tell me wether your package contains / is possible of making animated light effects like in this video?
If yes, could you explain how to achieve those effects?
Please see http://forum.unity3d.com/threads/140...541#post960541 regarding garbage collection and allocations.
Any response to my post above? I feel justified in requesting a refund from the asset store.
Does this work with 4.0 and DX11? I suppose not, but I had to ask
NodeCanvas | Visual Node Graph Editor. Behaviour Trees and FSMs
Unity - Billiard Game Template (-in overhaul update)
||CG Artist & Creative Designer||