Parameters

intermediate concepts

Volumetric Lights 2 (Built-in) · Core Concepts

Volumetric Light Parameters

This page documents every parameter available on the Volumetric Light component. The component supports two light modes — Simple (fast, simplified) and Volumetric (full ray-marched). Some parameters are only available in Volumetric mode.

Simple mode inspector

Volumetric mode inspector

General

ParameterDescriptionDefault
Light ModeChoose between Simple (lightweight) or Volumetric (full featured).Volumetric
Show Global SettingsOpens the Volumetric Lights Post Process component on the camera for global downscaling and blur settings.
ProfileOptional ScriptableObject profile for saving/loading settings. Create via Create > Volumetric Light Profile.None
Always OnForces the volumetric effect to remain visible even when the Unity Light component is disabled. Useful for "fake" volumetric lights with zero lighting cost.Off

Rendering

ParameterDescriptionDefault
Blend ModeHow the effect composites with the scene. Additive adds light intensity; Blend uses traditional alpha blending.Additive
Raymarch PresetQuality preset: Default, Faster, EvenFaster, LightSpeed, or UserDefined for manual control.Default
Raymarch QualityNumber of samples along each ray (1–256). Only used when preset is UserDefined. Lower values improve performance.
Min Step SizeMinimum distance between ray samples. Increase to improve performance at the cost of accuracy.
Max StepsMaximum number of samples per ray. Caps the work done by rays that traverse large volumes.
DitheringReduces color banding in smooth gradients.0
JitteringAdds randomness to ray start positions to reduce banding artifacts. Especially useful when shadows are enabled.0
Use Blue NoiseReplaces white noise jittering with blue noise for a more uniform distribution. Adds one extra texture fetch.Off
Render QueueControls rendering order within the transparent queue.3000
Sorting Layer / OrderAdditional sorting controls for the transparent-queue volumetric mesh.Default / 0

Appearance

ParameterDescriptionDefault
DensityFog thickness inside the light volume. Higher values produce opaquer fog. Very low density in a large volume can increase ray-march iterations.0.2
Medium AlbedoColor of the scattering medium.White
BrightnessOverall intensity multiplier for the volumetric effect.1.0
PenumbraSoft edge amount (0–1). Controls how gradually the light fades at cone edges.
Distance FalloffControls how quickly the effect fades at the light range boundary.
BorderControls edge softness of the volume boundary. Has no effect on point lights.
Diffusion IntensityControls the intensity of light scattering when looking directly toward the light source through the medium.0

Noise

ParameterDescriptionDefault
Use NoiseEnables 3D noise for organic, non-uniform fog instead of a homogeneous medium.Off
Noise Texture3D noise texture used for variation. Default provided in Resources/Textures. Additional textures available in Demo/NoiseTextures.Built-in
Noise StrengthIntensity of the noise effect (0–3).1.0
Noise ScaleScale of the 3D noise texture. Larger values produce finer detail.1.0
Noise Final MultiplierFinal multiplier applied to the noise output.1.0
Wind DirectionDirection and speed of noise animation, simulating wind movement through the volume.(0, 0, 0)

Dust Particles

ParameterDescriptionDefault
Enable Dust ParticlesActivates floating dust particles inside the light volume using a custom particle shader that respects volume geometry.Off
Dust BrightnessBrightness multiplier for the dust particles.0.5
Dust Min SizeMinimum particle size.
Dust Max SizeMaximum particle size.
Dust Wind SpeedWind speed that affects dust particle movement.0

Shadow Occlusion

ParameterDescriptionDefault
Enable ShadowsActivates shadow mapping for the volumetric light.Off
Shadow IntensityAmount of light cancelled by shadows (0–1).0.7
Shadow ResolutionShadow map texture resolution (32–4096). Use the smallest size that gives acceptable results.256
Shadow Culling MaskLayer mask that determines which objects cast shadows. Exclude unnecessary layers for better performance.Everything
Shadow Bake IntervalOnStart — captures once at startup (fastest). EveryFrame — captures each frame (required for moving occluders). Shadow maps auto-refresh when the light moves or rotates.EveryFrame
Shadow Bake ModePoint lights only. Choose between half-sphere (faster) or cubemap (360° coverage). Cubemap can spread rendering across multiple frames.Half-sphere
Shadow OrientationPoint lights only. Orientation for the half-sphere capture: fixed direction or auto-orient toward the player camera.Auto
Shadow Near DistanceNear clip plane of the shadow capture camera. Use to skip objects too close to the light source.0.1
Use Default RT FormatWhen enabled, uses a default render texture format for shadows. Disable to use a single depth buffer (slightly faster but can conflict with shaders using Grab Pass).On
TranslucencyCaptures colors of transparent objects that have the Volumetric Lights Translucency script. See Shadows & Translucency.Off
Pro tip: When Shadow Bake Interval is set to OnStart, you can force a shadow update at any time by calling ScheduleShadowCapture() on the VolumetricLight component.

Attenuation

ParameterDescriptionDefault
Attenuation ModeSimple — linear falloff. Quadratic — physically-based inverse-square law falloff with configurable coefficients.Simple
Constant CoefficientConstant term in the quadratic attenuation formula.1.0
Linear CoefficientLinear term in the quadratic attenuation formula.0
Quadratic CoefficientQuadratic term in the quadratic attenuation formula.1.0

Spot Light Options

ParameterDescriptionDefault
Tip RadiusRadius of the spotlight tip. 0 creates a point; values > 0 create a truncated cone.0
Near Clip DistanceNear clip distance to prevent artifacts close to the light source.0.01
Cookie TextureOptional 2D texture projected through the light volume for patterned light effects.None

Auto-Toggle (LOD)

ParameterDescriptionDefault
Auto ToggleEnables distance-based automatic fading and deactivation for performance.Off
Distance Start DimmingDistance from the camera at which the light begins fading out.
Distance DeactivationDistance from the camera at which the volumetric effect is fully disabled.

Other Settings

ParameterDescriptionDefault
Use Custom SizeOverrides the Unity Light's range or size values with custom ones.Off
Use Custom BoundsEnables custom bounding box to clip the volumetric effect. Adjust the box handles in the Scene View to confine the effect to specific areas.Off
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