Author Topic: [Volumetric Fog & Mist2] Frustum Culling of Point Lights  (Read 84 times)

muscly

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[Volumetric Fog & Mist2] Frustum Culling of Point Lights
« on: January 28, 2021, 02:47:56 AM »
Hi.
First, thank you for your beautiful asset!

I'm using Volumetric Fog & Mist 2.
As it collects point lights and sorts them by distance, it contains point lights behind the camera.
So it would be great if there is a frustum culling feature.

Kronnect

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Re: [Volumetric Fog & Mist2] Frustum Culling of Point Lights
« Reply #1 on: January 28, 2021, 08:42:53 AM »
It could be a nice option, what effect do you expect from this change? Performance, ability to use more lights (as there's a limited number of simultaneous lights at the same time), ...

muscly

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Re: [Volumetric Fog & Mist2] Frustum Culling of Point Lights
« Reply #2 on: January 28, 2021, 11:00:11 AM »
Thank you for your quick response.
I want to use as many lights as possible within a budget.
As a result of my performance tests, using 6 point lights at maximum is acceptable for my game.
But there would be under 6 point lights visible on average without frustum culling.

Kronnect

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Re: [Volumetric Fog & Mist2] Frustum Culling of Point Lights
« Reply #3 on: January 28, 2021, 02:26:12 PM »
Just to clarify, are you using the version of Volumetric Fog & Mist for built-in or URP?

muscly

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Re: [Volumetric Fog & Mist2] Frustum Culling of Point Lights
« Reply #4 on: January 29, 2021, 02:40:49 AM »
I'm using the URP version.  :)

Kronnect

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Re: [Volumetric Fog & Mist2] Frustum Culling of Point Lights
« Reply #5 on: February 05, 2021, 10:01:32 AM »
Hi,

I'm checking this request and have some remarks:

In the URP version, the default maximum number of point lights is 16, not 6. Also, lights are sorted by distance. So if you have, say, 30 point lights in the scene, only the nearest 16 point lights to the camera will be used at any time.
We'll exclude point lights that are behind the camera and beyond the light range as well.

Stay tuned for the next beta please.

Regards