IN THIS ARTICLE
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.