Light beams, god rays and atmospheric fog - without wrestling with post-processing stacks or paying for it in frame time. Add one component to any light and start tweaking. That's the whole setup.
💡 MAIN FEATURES
One component, instant results: Works on spot, point and area lights. Scene-view handles let you shape range and angle directly in the viewport.
High performance: Lightweight Shader Graph based rendering, per-light mesh detail control (8–64 segments), change-aware updates that only touch the GPU when something actually changed. Built with mobile and VR in mind.
Runtime-ready (NEW): Spawn volumetric lights at runtime, instantiate them from prefabs, switch profiles on the fly - everything works in builds, not just in the editor.
Profiles: Share a look across dozens of lights and adjust it in one place - or override per light.
Animated fog & fading: Animated fog textures, custom fade gradients, intersection fade, camera distance fade, HDR colors, alpha & additive blending. Flicker/animation components included.
Full source & Shader Graphs included - easy to modify and extend.
🆕 NEW IN 2.2: Full runtime/build support · scene-view handles · mesh detail (LOD) setting · big performance pass · many fixes.
🧩 COMPATIBILITY
Built for Unity 6+, ships with legacy shader versions for older Unity releases. URP & HDRP (Unity 2020+), Built-in (Unity 2021+). Tested on PC, macOS, consoles, Android/iOS and VR.
Honest limitation: This system is built for speed - it does not render volumetric shadows (that would cost the performance we promise you). If you need shadowed volumetrics, this isn't the right tool; for everything else, it's the fast one.
💡 Also available in our All-In Bundle
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