Parameters

intermediate concepts

Volumetric Lights 2 (URP) · Core Concepts

Volumetric Light Parameters

The VolumetricLight component exposes all settings in the Inspector, organized into collapsible sections. There are two light modes:

  • Simple — optimized, fewer options, best for mobile or background lights.
  • Volumetric — full ray-marching with all features enabled.
Simple mode inspector Volumetric mode inspector

Rendering

ParameterDescriptionDefault
Blend ModeBlend (alpha blending) or Additive (adds light intensity to existing pixels).Blend
Raymarch QualityNumber of ray-marching iterations. Lower values improve performance.Default preset
Min Step SizeMinimum step size along the ray. Increase for better performance at the cost of accuracy.0.1
Max StepsMaximum number of samples per ray. Caps performance cost for long rays.200
DitheringReduces color banding in the volumetric effect.1
JitteringRandomizes ray start position to reduce banding. Especially useful when shadows are enabled.0.5
Use Blue NoiseUses blue noise instead of white noise for jittering. Slightly more expensive but reduces moire patterns.Off
Render QueueControls rendering order in the transparent queue.3100
Sorting Layer / OrderAdditional render order control.Default / 0
Flip Depth TextureEnable if the effect clips incorrectly due to an inverted depth buffer (can happen when MSAA and HDR are both off).Off
Always OnForces the volumetric effect to render even if the Unity light is disabled. Useful for fake volumetric lights with zero lighting overhead.Off

Appearance

ParameterDescriptionDefault
Use NoiseEnables 3D noise texture for a heterogeneous medium (clouds, dust).Off
Noise Texture3D noise texture. A default is provided in Resources/Textures. Additional options in Demo/NoiseTextures.Built-in
DensityMedium density inside the volume. Higher values produce a more opaque effect. Very low density over a large range increases ray-march cost.0.3
Diffusion IntensityControls the intensity of forward scattering when looking toward the light source.0
Distance FalloffControls how the effect fades toward the edges of the volume.1
BorderAdditional edge falloff (no effect on point lights).0.1

Dust Particles

ParameterDescriptionDefault
Enable Dust ParticlesAdds floating dust motes inside the light volume using a particle system with a volume-aware shader.Off
Dust BrightnessBrightness multiplier for dust particles.0.5
Dust Min/Max SizeSize range of individual dust particles.0.01 / 0.03
Dust Wind SpeedWind speed affecting particle drift.0

Shadow Occlusion

ParameterDescriptionDefault
Enable ShadowsEnables volumetric shadow occlusion inside the light volume.Off
Shadow IntensityAmount of light cancelled by shadows (0 = no shadow, 1 = full).0.7
Shadow ResolutionShadow map resolution. Lower values are faster; usually 256–512 is sufficient.256
Shadow Culling MaskWhich layers cast shadows. By default excludes TransparentFX (where volumetric lights live).Everything
Shadow Bake IntervalOnStart: bakes once. EveryFrame: updates each frame. Moving/rotating the light auto-rebakes regardless.EveryFrame
Shadow Bake Mode (Point)Half-sphere (faster, oriented to camera) or Cubemap (full 360°, option to spread across frames).Half-sphere
Shadow Orientation (Point)Fixed direction or auto-orient to player camera.Camera
Shadow Near DistanceNear clip plane for the shadow camera. Skips objects too close to the light.0.01
TranslucencyCaptures colors of transparent objects (requires VolumetricLightsTranslucency script on those objects). See Translucency & Shadow Maps.Off
Tip: When Shadow Bake Interval is set to OnStart, call ScheduleShadowCapture() on the VolumetricLight component to force a refresh at any time.

Other Settings

ParameterDescriptionDefault
Use Custom SizeOverrides the Unity light’s range or size for the volumetric effect only.Off
Use Custom BoundsClips the volumetric effect to a custom box. Handles appear in the Scene view for adjustment.Off
Auto ToggleDistance-based LOD: dims and deactivates the effect beyond configurable distances.Off
Distance Start DimmingDistance at which the effect begins fading out.70
Distance DeactivationDistance at which the effect is fully disabled.100
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