FAQ
beginner faqVolumetric Lights 2 (URP) · Troubleshooting & FAQ
Which render pipeline does this version support?
This version is exclusively for the Universal Render Pipeline (URP). For Built-in pipeline projects, use the Built-in version of Volumetric Lights 2.
What is the minimum Unity version?
Unity 2022.3 LTS or later is required.
Which light types are supported?
Spot, Point, and Area (both Rectangle and Disc) lights are supported. Directional lights are not directly supported, but you can simulate directional volumetric fog using a large area light with the VolumetricLightDirectionalSync helper component.
Can I have multiple volumetric lights in one scene?
Yes. Each light is independent and has its own settings. Use the Composition Blur Render Feature for optimal blending of multiple lights.
Does it work on mobile?
Yes. The asset runs on iOS and Android. Use Simple light mode and lower ray-march quality for best performance. See Performance Tips.
Does it work in VR?
Yes. Both single-pass instanced and multi-pass rendering are supported. Keep ray-march quality low and use the Render Feature downscaling for best VR performance.
What are profiles?
Profiles are ScriptableObject assets that store all volumetric light settings. Assign the same profile to multiple lights to share configuration. Changes to the profile propagate automatically when Profile Sync is enabled.
How expensive are shadows?
Shadow cost depends on resolution and bake interval. Setting Shadow Bake Interval to OnStart makes shadows essentially free at runtime. For real-time shadows, use the lowest resolution that looks acceptable (256 is often enough).
Does it support orthographic cameras?
Yes, with a small shader modification. See Orthographic Camera Support.
Is this asset compatible with Unity 6?
Yes. All Kronnect assets are fully compatible with Unity 6. The minimum supported version is Unity 2022.3 LTS, and this includes Unity 6 and any newer releases.
How can I prevent volumetric lights from working with 'Shadows Only' rendering pass?
The volumetric light shadow capture system is incompatible with Shadows Only pass. Instead, create a custom layer (e.g., 'Shadows Only') and assign your shadow-casting objects to it. Exclude this layer from the main camera's culling mask but include it in the volumetric lights inspector's shadow culling mask settings.
How do I resolve conflicts between Shiny SSRR and volumetric light volumes that cause cone-directional streak artifacts?
Ensure both the Shiny SSRR Render Feature and Volumetric Lights Render Feature are set to 'After Transparents' in the render pipeline, with Volumetric Lights positioned just below Shiny SSRR in the render feature order. Verify in the Frame Debugger that Volumetric Lights Render Feature runs after Shiny. Additionally, set the Reflections component on the volumetric light to 'Ignore' to prevent the light cone from being included in SSRR reflections. You may need to exit playmode and restart for changes to take effect.
How do I prevent a volumetric light cone from being reflected in SSRR when it's on the TransparentFX layer?
Add the Reflections component to the volumetric light and set it to 'Ignore'. This will exclude the light cone from SSRR reflections even if the TransparentFX layer is included in SSRR's layer mask. Verify the setting is applied by checking the Frame Debugger to ensure the cone is not being included in reflections.
How do I fix rendering order issues when volumetric lights appear behind other transparent objects?
Set the material render queue to a value higher than the Volumetric Lights default material (3101). For example, use render queue 3150 for materials that should appear in front. Alternatively, if using the volumetric lights render feature, configure it to render before transparent objects.
Why is volumetric light passing through 3D objects instead of being blocked by them in my scene, even though occlusion works in example scenes?
Ensure you have Depth Texture enabled in your URP asset settings. For Rect Area lights specifically, check that shadows are enabled and try increasing the shadow intensity. Also verify the light is oriented correctly (not rotated against the blocking object) - Rect Area lights need proper positioning relative to obstacles for shadows to render correctly.
How do you fix shadowing artifacts in volumetric lights when using URP (Universal Render Pipeline)?
When experiencing shadow artifacts with volumetric lights in URP, try using the volumetric lights render feature instead of the standard rendering path. You can also try toggling the depth setting in the inspector, though the render feature approach is recommended.
Why are volumetric lights not rendering correctly when I set up a light manually?
Ensure the Mesh Renderer for the volume (sphere or other shape) is using the shader provided by the VolumetricLight component, not the standard Lit shader. Using an incorrect shader will prevent the volumetric effect from displaying. If unsure about the correct setup, drag a light prefab from the demo scene to see the proper configuration.
How do I prevent volumetric light effects from remaining visible when objects disappear at distance?
Use the 'Auto Toggle' setting in the inspector. It's located in the Rendering section (last option) and will automatically toggle the light effect based on distance. Make sure you're using the latest version of the asset.
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