Performance Tips
intermediate performanceVolumetric Lights 2 (URP) · Troubleshooting & FAQ
Performance Tips
Volumetric Lights 2 uses an optimized ray-marching algorithm. The following tips help you maintain high frame rates, especially on mobile and VR platforms.
Ray-marching Optimization
| Action | Impact |
|---|---|
| Reduce Raymarch Quality | Directly reduces per-pixel texture fetches. Use the lowest value that still looks acceptable. |
| Increase Min Step Size | Larger steps mean fewer iterations per ray. |
| Decrease Max Steps | Caps the maximum number of samples, preventing expensive long rays. |
| Disable Use Blue Noise | Saves one texture fetch per pixel. Use only if you notice moire patterns. |
Shadow Optimization
| Action | Impact |
|---|---|
| Set Shadow Bake Interval to OnStart | Shadow map is computed once instead of every frame. Call ScheduleShadowCapture() to force updates. |
| Limit Shadow Culling Mask | Only include layers that actually need to cast shadows. |
| Lower Shadow Resolution | 256 or even 128 is often sufficient for volumetric shadows. |
Global Optimization
| Action | Impact |
|---|---|
| Use Downscaling in the Render Feature | Renders volumetric lights at reduced resolution. Significant performance gain. |
| Enable Auto Toggle (LOD) | Dims and deactivates lights beyond a configurable distance from the camera. |
| Reduce Render Scale in the URP Asset | Reduces framebuffer resolution globally. Especially effective on high-DPI mobile screens. |
| Use Custom Size | Reduces the volumetric range independently of the Unity light range, limiting ray-march distance. |
Mobile: On mobile devices, consider using Simple light mode instead of Volumetric for background or decorative lights.
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