Publisher | TheLazzyKnight |
---|---|
File size | 3.02MB |
Number of files | 32 |
Latest version | 1.1.0 |
Latest release date | 2022-09-01 09:40:17 |
First release date | 2022-07-21 06:03:13 |
Supported Unity versions | 2018.4.2 or higher |
Do you feel a lack of mood, magic, warmth in your scene? Or you need an instrument to help you to guide the player through your scene? Stylized godrays can help you.
Stylized Godrays is a custom shader with dynamic effects that take simple 2D textured planes and turn it to the beautiful dynamic godrays, sunshafts and other volumetric light.
The shader uses vertex position to direct 2D planes right to the camera that's why the rays appear for the player as a 3D effect. Using different textures and customizable shader properties you can achieve a different stylized look. Change color, texture, brightness, add fog and dynamic fades effects to achieve look you like.
Stylized Godrays shader fully made with the ShaderGraph.
Properties list:
- Ray texture - the texture of the ray.
- Color - ray color.
- Brightness Range - depending on ray position it gets random brightness. 0 - means all rays do not have random brightness. 1 means rays can get brightness up to 0.
- Brightness Seed - changes seed of the “Brightness range” property.
- Dynamic Fade Strength - makes rays fade in time. 0 means no fade. 1 means fade to complete transparency.
- Fade Speed - controls the speed of Dynamic Fading.
- Depth Fade - creates smooth transition to transparency in zones where rays intersect with other objects.
- Camera Fade Distance - when the camera gets closer to the rays it fades out to prevent hard clipping. The more value of this parameter the earlier rays begin to fade.
- Camera Fade Parallel - this option needs to prevent the flat look of planes and keep the illusion of volume when the camera looks parallel to the rays. The higher this parameter the earlier planes start to fade when the camera gets closer to its parallel direction (0 means no fade).
- Fog Direction - defines direction of the fog in world space coordinates. Using X, Y and Z vectors.
- Fog SIze - defines the size of the fog in world space dimension.
- Fog Speed - defines speed of the fog.
- Fog influence - defines how strong fog influences the rays.
- Fog Color - determines which color will be assigned to the fog.
- Fog Texture - determines which texture will be used for the fog.
- Follow Camera - determines if the planes will rotate i’s face to the camera.
- Orthographic Camera - check it if you use the orthographic camera to make depth fade calculate right
Textures:
- 23 ray textures (512x512 in the package that limited in Max Size to 256x256 in Unity)
- 1 fog texture (512x512)