Light Culling Occlusion - Light Performance System OFFICIAL SALE

Light Occlusion Culling System


This script lets you Cull and Optimize lights in your scene for better performance.

Gain more performance with light occlusion when lights are not visible while keeping its shadows and light effect even if the light source is not visible.

Its simple and effective either for small or big projects.


1. Player Light Occlusion attached on the player or camera.

2. Light Occlusion attached on Lights.


|--- Features ---|


-Lets you set the FOV and Distance Threshold for Lights to stay activated despite if they are behind a wall but shadows had appear

-Light Layer for creating or choosing a custom Light Layer for your lights.

-Occlusion Layer for default or custom light occlusion layer (objects that will deactivate lights).

-Distance and Height between the player or camera for light get activated and deactivated.

-Light Source reference in case you attach the script to other object for a light in another player to get activated and deactivated when leaving the area of the placed object.

-Shadows will still be there when the light source (bulb) is behind a wall but light effect is visible cause of a gap in the Field of View.

-Lights and light's effect and shadows, get deactivated when completely out of player's Field of View.

-Lights get deactivated when enclosed inside a room even if player's field of view looking to the room's direction.

-Lights, its effect and shadows produced of it will be activated when the player or camera is under a light which is placed high above and the light is out of the field of view.


|--- Installation ---|


Easy installation & integration, documentation & Project Source Code are included.


|--- Player Light Occlusion ---|


Will let you set:


-Camera

-The Field of View

-The Distance Threshold

-Objects Layer

-Lights Layer


The Player Light Occlusion can also be attached on the Game Manager or any kind of object in the scene. Be sure the camera you are using are accessible from the scene so its possible to get signed to the script on the inspector. (If the camera is inside a prefab and this prefab gets instantiated after running the game like "Prefab (Clone)" then the Camera needs to get instantiated to get assigned on the script.


|--- Light Grid Occlusion ---|


Will let you set:


-Player Camera

-Grid Cell Size

-Grid Query Radius

-Activation Range

-Height Activation Range and Use Toggle

-Vertical Angle and Use Toggle

-Horizontal Angle and Use Toggle


The Light Culling Manager gets attached on the player while lets you set Grid Size and Query Radius and Light Occlusion gets attached to every light and lets you set angles and Ranges Horizontal and Vertical. Lights and its parent object empty or not might need to be on a layer that should be named "Lights".


ATTENTION: Be aware that for every project the customization may differ.

By combining both of them you can measure distance of activation and deactivation for static and dynamic lights that are moving and create light effects with effectiveness in performance, quality and reliability at the same time.

Should work with all types of light, Baked, Mixed or Real Time. If your lights are about to not move its better to mark them static.


|--- Legal & Licensing ---|


Sharing or distribution not allowed. You can use the asset for your projects Commercial and Non-Commercial use. Reproduction Copy or Further Development of the file and sale or sale of the original file as Commercial usage is not allowed.


|--- Heart State Games® ---|


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