Luminex volumetric fog and lights View on Asset Store (opens in new tab)

Package details

Latest version
1.0.3
Last updated
First released
Unity version
2022.3.62 or later
Package size
211.6 MB
Files
777
Favorites
11
Views in the past week
24

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Luminex volumetric fog and lights

by AbstractOcclusion (opens in new tab)

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Froxel-based volumetric fog & lighting for Unity. Full BIRP + URP + HDRP Unity 6 RenderGraph support. Shadows, tube beams, density primitives, terrain fog, GPU dust, and temporal reprojection.

Price $70.00

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Price history

Last 6 months

USD
Price history for Luminex volumetric fog and lights, 6 months Current $70.00; lowest $70.00; highest $70.00 in this period. $0 $50 $100 Jun Jul Aug Sep Oct Nov Version 1.0.3 released 28 May 2026 v1.0.3

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Luminex volumetric fog and lights video 1 (plays on the Asset Store)

About this asset

Luminex is a production-grade volumetric fog and lighting system built on a froxel (frustum voxel) pipeline — the same architecture used in AAA titles and modern game engines.

Fog density, light scattering ,shadows, and temporal reprojection are computed entirely in GPU compute shaders. This is not a post-process overlay. It is a complete atmospheric rendering stack.

Compiling compute shader variants can take at least 5/8 min to fully complete , be patient ! It is only a thing to do once . ( quickest compil time will be implemented for v1.1 )

Auto pipeline configuration and defines , you will have almost nothing to care about .

274 automated tests. Clean, well-structured codebase with full constant coverage and no magic numbers. Three hotfix patches since launch. Actively maintained — more HDRP scenes and new features are already in development for upcoming updates.

MOBILE and HDRP are in early experiment , you can try it but issues can pop .

HDRP is an UNITY 6 ONLY FEATURE !

REQUIREMENTS Unity 2022.3 LTS or Unity 6. Compute shader support required (DX11+, Metal, Vulkan). Burst package.

Dense roadmap with Third parties integration , enhancements and new features is already on tracks .

SUPPORT [email protected]

From the publisher's Asset Store listing.

Technical details

SUPPORTED PIPELINES :

  • Built-in Render Pipeline (BIRP) — full support
  • Universal Render Pipeline (URP) — full support
  • URP RenderGraph (Unity 6) — full support
  • HDRP — coming FREE in v1.1
  • VR / XR — coming FREE in v1.2
  • Mobile — Experimental

VOLUMETRIC FOG

  • Height fog with Linear, Exponential, and Exponential Squared falloff.
  • Cloud formation layer.
  • Domain-warp, curl, multi-layer, and morphing noise animation.
  • Terrain-following fog baked from Unity Terrain heightmap.
  • Distance fog in radial and planar modes.
  • Per-fog-volume density blend.
  • Multiple simultaneous cameras supported.

LIGHTING

  • Point, spot, directional, area (rect and disc), and tube beam lights — all with full volumetric scattering.
  • Henyey-Greenstein and Dual-Lobe phase functions.
  • Per-light scattering color, intensity, anisotropy, cone tip radius, and local density volumes.
  • Light probe ambient contribution.
  • Blue noise temporal dithering.

SHADOWS

  • Custom shadow atlas with variable-resolution bin packing and score-based slot allocation.
  • Experimental Variance Shadow Maps (VSM) with Gaussian blur and Chebyshev sampling (only spot URp for now ).
  • PCF for spot and point lights.
  • Up to 4 cascade shadows for directional lights with temporal scheduling and texel-snapped stabilization.
  • Full CIE LAB color-space encoding for perceptually accurate colored and translucent shadows (stained glass, foliage).
  • Adaptive shadow cache skips unchanged static sources.
  • Absorbtion accumulation and surface tint mix for stacked transparent objects ( urp only )

TUBE BEAMS

  • True constant-radius cylinder light shafts with beam-surface reflections, mirror tracing, and a complete interactive beam puzzle system (BeamTarget, BeamTerminator, LightPuzzleManager).
  • DENSITY PRIMITIVES 10 SDF shapes: Sphere, Box, Capsule, Cylinder, Ellipsoid, Torus, Cone, Pyramid, Hemisphere, Octahedron.
  • Add, subtract, and multiply blend modes.
  • Per-primitive noise and emission.

SURFACE TINT

  • Colored light projection onto opaque and transparent surfaces for stained glass effects. Bilateral depth-aware blur with dilation pass.
  • GPU DUST Compute-shader particle system with curl noise motion.
  • Full LAB shadow integration on dust particles.

PERFORMANCE

  • Temporal reprojection with camera-motion-aware feedback reduction.
  • Adaptive quality scaling.
  • Job System culling with optional Burst acceleration.
  • Sparse shadow update scheduling.
  • VolumetricLOD for per-object distance-based quality reduction.
  • Quality presets: Low (522K froxels), Medium (1.4M), High (2.7M), Ultra (5.2M), Custom.

EDITOR TOOLING

  • Full custom Inspector with progressive disclosure.
  • Preset save/load system.
  • Reflection-based validation guards.
  • Shadow atlas, noise atlas, and surface tint debug visualizations.
  • GPU timing overlay.
  • Lot of demo scenes included.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
2022.3.62f3 Compatible Compatible Compatible

HDRP and Mobile are still in deep testing .

As listed on the Asset Store.