Some global settings (common to all volumetric lights in the scene) can be accessed by clicking on the “Show Global Settings” button at the top of any Volumetric Light inspector:
The “Global Settings” is a special volume which contains 3 custom passes:
– Volumetric Lights Depth PrePass: performs a custom depth pass to compute transparent objects depth (useful if you need to treat some transparent objects like opaque, like lakes). This custom pass is disabled by default.
– Volumetric Lights Translucent Render Feature: required by the translucent shadow maps. This custom pass is enabled by default but will only be executed on lights that have the “Translucency” option enabled in the inspector.
– Volumetric Lights Render Feature: this custom pass lets you customize the result of the volumetric effect by choosing the blending mode, smoothing the result (reduces noise) and/or applying a downscaling factor (which improves performance if required).
Volumetric Lights Depth PrePass options:
– Target Color Buffer/Target Depth Buffer/Clear Flags: keep the default values.
– Transparent/Alpha Cutout Layer Mask: use them to specify which objects would be included in this pass. For cutout shaders, the default Alpha Cutoff will be used only if the material does not expose a “_CutOff” property.
Volumetric Lights Render Feature:
– Blend Mode: the blending mode for the final composition.
– Brightness: global brightness for the final composition (this value multiplies to the actual brightness of each individual light).
– Downscaling: reduces the resolution of the intermediate light buffer. This option will improve performance.
– Blur Passes: number of blur iterations. The higher number, the softer the result.
– Downscaling: reduces the size of the blur buffers. This option improves performance at quality expense.
– Blur Spread: increases the kernel radius of the blur pass. Can produce softer results in combination with the blur passes and downscaling.
– Blur Edge Preserve: makes the edges of the objects sharper. This setting is very useful when the blur used to make the shadows look smooth reduces the definition of the objects.
– Blur HDR: uses a high range buffer during blur passes. Disable this option to improve blur operations performance but it can affect the visuals of the volumetric light.