Performance Tips

intermediate performance

Volumetric Lights 2 (Built-in) · Troubleshooting & FAQ

Performance Tips

Volumetric Lights 2 uses a highly optimized ray-marching algorithm. The following tips help you achieve the best balance between visual quality and frame rate.

Per-Light Settings

OptimizationHowImpact
Reduce ray-march qualityLower Raymarch Quality or use a faster preset (Faster, EvenFaster, LightSpeed).High
Increase min step sizeRaise Min Step Size to skip small increments.Medium
Decrease max stepsLower Max Steps to cap iterations for long rays.Medium
Limit shadow layersSet Shadow Culling Mask to include only necessary layers. Exclude Transparent FX (volumetric lights' default layer).Medium
Disable blue noiseTurn off Use Blue Noise to save one texture fetch per pixel.Low
Reduce light rangeEnable Use Custom Size and specify a smaller range or bounding box.Medium
Bake shadows onceSet Shadow Bake Interval to OnStart for static scenes.High
Use Simple modeSwitch Light Mode to Simple for less critical lights.High
Auto-Toggle (LOD)Enable Auto Toggle with appropriate Distance Start Dimming and Distance Deactivation values.High

Global Settings (Post Process Component)

OptimizationHowImpact
DownscalingSet Downscaling to 2 on the Post Process component. Renders volumetrics at half resolution.High
Blur passesAdd 1–2 Blur Passes to smooth the lower-resolution output. Combine with Blur Downscaling for efficiency.Medium

Mobile-Specific Tips

  • Use Simple light mode for all but hero lights.
  • Keep Raymarch Quality below 32.
  • Avoid Shadow Occlusion on mobile if possible, or use OnStart bake interval with low resolution (64128).
  • Disable Dust Particles or reduce particle count.
  • Use Auto Toggle aggressively to disable distant lights.

Profiling

Use Unity's Frame Debugger (Window > Analysis > Frame Debugger) to see exactly how many draw calls each volumetric light adds. The Profiler (Window > Analysis > Profiler) shows GPU time per effect.

See Also

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