Performance Tips

intermediate performance

Volumetric 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

ActionImpact
Reduce Raymarch QualityDirectly reduces per-pixel texture fetches. Use the lowest value that still looks acceptable.
Increase Min Step SizeLarger steps mean fewer iterations per ray.
Decrease Max StepsCaps the maximum number of samples, preventing expensive long rays.
Disable Use Blue NoiseSaves one texture fetch per pixel. Use only if you notice moire patterns.

Shadow Optimization

ActionImpact
Set Shadow Bake Interval to OnStartShadow map is computed once instead of every frame. Call ScheduleShadowCapture() to force updates.
Limit Shadow Culling MaskOnly include layers that actually need to cast shadows.
Lower Shadow Resolution256 or even 128 is often sufficient for volumetric shadows.

Global Optimization

ActionImpact
Use Downscaling in the Render FeatureRenders 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 AssetReduces framebuffer resolution globally. Especially effective on high-DPI mobile screens.
Use Custom SizeReduces 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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