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LightBeam Shader

LightBeam Shader

The LightBeam shader creates various fog-like volumetric and atmospheric effects for light beams. The shader can only be applied to light entities. To use the LightBeam shader, create a Projector Light component and assign the shader to the material slot.

Shader Parameters

Fade Distance
Defines the distance at which the effect should fade in/out.
This parameter requires that the Use Falloff shader generation parameter is enabled.
Default value: 200

Fade Scale
Scales how much the fading effect occurs at defined distance.
This parameter requires that the Use Falloff shader generation parameter is enabled.
Default value: 100

Global Density
Controls how dense or thick the fog effect is.
Default value: 1

Jitter Scale
Controls shadow jitter amount. Use to soften shadow artifacts at the cost of shadow accuracy.
Default value: 10

Noise Contrast
Defines the contrast level of the noise effect.
This parameter requires that the Noise map shader generation parameter be enabled.
Default value: 1

Noise Coord Scale
Scales noise. Applies to shadow and projector UVs.
This parameter requires that the Noise map shader generation parameter be enabled.
Default value: 0.005

Noise Dir X
Defines noise travel along the x-axis.
This parameter requires that the Noise map shader generation parameter be enabled.
Default value: 1

Noise Dir Y
Defines noise travel along the y-axis.
This parameter requires that the Noise map shader generation parameter be enabled.
Default value: 0

Noise Dir Z
Defines noise travel along the z-axis.
This parameter requires that the Noise map shader generation parameter be enabled.
Default value: 0

Noise Speed
Controls the speed at which noise travels.
This parameter requires that the Noise map shader generation parameter be enabled.
Default value: 5

Shader Generation Parameters

Noise map
Enables the use of a 3D, procedurally-generated noise map.

Use Falloff
Activates the Fade-type shader parameters to tweak visual fall-off settings.

Extra Sampling
Reduces aliasing for slightly more expensive rendering.