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object glow + volumetric light

Discussion in 'Shaders' started by Jorgen, Sep 8, 2007.

  1. Jorgen

    Jorgen

    Joined:
    Dec 13, 2005
    Posts:
    38
    Hi all,
    we have been asked to assemble a demo for a exhibition - and will need to construct a scene like illustrated:



    For the architect - it is key that
    a) the facade is "glowing"
    b) the lighbeam (topleft) is present (and convincing)

    What would be the direction to take?
     
  2. Aras

    Aras

    Unity Technologies

    Joined:
    Nov 7, 2005
    Posts:
    4,770
    The usual way to make "light beams" is to model the beam in 3D, with lots of additively blended planes, cylinders or whatever that works.

    E.g. once upon a time here I used about 5 cylinders of different radii, with a shader that does additive blending. Additionally, each cylinder was mapped diferently in UV, so that scrolling a noise-like texture would produce a seemingly noisy movement in the "beam".

    Making stuff glow with the built-in glow effect is just making sure some high values are output into the alpha channel. The built-in Particles/Additive shader does not write anything into alpha, but removing ColorMask RGB from the shader will make it write to alpha.
     
  3. Jorgen

    Jorgen

    Joined:
    Dec 13, 2005
    Posts:
    38
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