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GeometryBeam Shader

GeometryBeam Shader

Use the GeometryBeam shader to create volumetric light beams that feature dust and turbulence effects.

Shader Parameters

Ambience strength
Controls the general strength of the beam effect.
Default value: 0.12

Base UV scale
Controls the scale or tiling of the object’s base UV mapping.
Default value: 1

Brightness
Controls the overall brightness of the beam effect.
Default value: 1

Dust anim speed
Controls the animation speed for the dust turbulence effect, as defined by the Specular texture map.
This parameter requires that the Dust Turbulence shader generation parameter is enabled.
Default value: 1

Dust UV rotation
Changes the rotation of the dust turbulence effect, as defined by the Specular texture map.
This parameter requires that the Dust Turbulence shader generation parameter is enabled.
Default value: 0

Dust UV scale
Sets the scale or tiling of the UV mapping for the dust turbulence effect, as defined by the Specular texture map.
This parameter requires that the Dust Turbulence shader generation parameter is enabled.
Default value: 0.6

End color
Sets the end color for gradient along the U axis.
Default value: 255,255,255

Soft intersection factor
Controls softness of surface interaction with other opaque scene geometry.
Default value: 1

Start color
Sets the start color for gradient along the U axis.
Default value: 255,255,255

Turbulence tiling
Multiplies turbulence, as defined by the Bumpmap texture map.
This parameter requires that the Dust Turbulence shader generation parameter is enabled.
Default value: 1

Turbulence visibility
Controls the visibility level of turbulence, as defined by the bump map texture map.
This parameter requires that the Dust Turbulence shader generation parameter is enabled.
Default value: 0.55

UV vignetting
Applies a vignetting effect to the edges of the UV map.
This parameter requires that the UV Vignetting shader generation parameter is enabled.
Default value: 4

Vertex alpha fading
If you use vertex alpha to fade out the edges, use this slider to control the interpolation curve.
Default value: 0.55

View dependency factor
Determines how beams blend in and out depending on the camera-facing angle.
The higher the value, the longer the beam is visible even when at a nearly 90° angle to camera. Smaller values cause the beam to begin to vanish.
Default value: 2

Volumetric scale
Controls the volumetric features when shadow receiving is enabled. This also has the effect of changing the soft shadow radius.
This parameter requires that the Receive Shadows shader generation parameter is enabled.
Default value: 0.7

Shader Generation Parameters

Dust Turbulence
Enables dust and turbulence overlay. Specular and Bumpmap texture map slots also become available under Texture Maps to fine-tune appearance.

Receive Shadows
Enables sun shadows to be cast on the light beams, creating volumetric shafts.
You can use this parameter for an interesting effect, but it might affect your game’s performance.

UV Vignetting
Enables vignettes in UV space.