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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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- $49.00 on
Keywords
Luminex volumetric fog and lights
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.
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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
| 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.