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Fake Lights URP

Fake Lights URP · Unity 特效 · 预览图 1

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Fake Lights URP adds lightweight fill, mood and decorative lighting to URP scenes. Create neon strips, ceiling lights, screen glow and colored accents in real time, without baking. Light shapes and surface response • Point, spot, tube, disc and rectangular area lights. • Adjustable color, intensity, range, softness and specular highlights. • Optional surface-color tinting, DBuffer decal support, and metallic or smoothness response. Masking and performance • Box and sphere Mask Volumes with Include/Exclude modes and named channels to control light spill between rooms. • Frustum culling, smooth distance fading, a light limit for each camera and half-resolution lighting. • Apply fake lighting before or after transparent objects. Workflow and camera support • Live editor previews, scene handles and conversion from compatible Unity Lights. • Camera stacks, split-screen and render textures. • VR: Multi Pass, Single Pass Instanced and Single Pass Multiview. Multiview has not been verified on a headset. • Public C# API for runtime control. • Five demo scenes, PDF documentation and six guides for AI coding assistants. Limitations • No shadows or automatic occlusion. Light passes through walls and objects; use Mask Volumes to control spill. • Opaque surfaces only. Glass, water and particles do not receive fake lighting. • No contribution to baked lightmaps or reflection probes. • Surface-color capture for Entities Graphics / GPU Resident Drawer is unverified; surfaces may receive untinted lighting. Requirements Unity 6000.0+ with URP 17.x, RenderGraph and Linear color space, on compatible desktop, mobile or VR hardware. Verified on Unity 6000.0, 6.5 and 6.6. RenderGraph Compatibility Mode is not supported. • Compatibility: Unity 6000.0 or newer with URP 17.x. Verified on Unity 6000.0, 6.5 and 6.6. RenderGraph and Linear color space are required; RenderGraph Compatibility Mode is not supported. • Rendering paths: Forward, Forward+, Deferred and Deferred+ (Unity 6.1+). • Graphics requirements: Shader Model 4.5, compute support and fragment-shader storage buffers. DirectX 11+, Vulkan, Metal, OpenGL Core 4.3+ or OpenGL ES 3.1+ on compatible drivers. OpenGL ES 2.0/3.0 are not supported. • Light types: Point, spot, tube, disc and rectangular area. Additive screen-space lighting with diffuse and optional specular response; no baking required. • Surface response: Optional albedo capture, including DBuffer decals, with metallic or smoothness response. Transparent surfaces do not receive fake lighting. • Masking: Box and sphere Mask Volumes, Include/Exclude modes, soft edges and 32 named channels. Masks control contribution within regions; they do not provide geometry-based occlusion. • Performance controls: Frustum culling, per-light distance fading, camera-dependent visible-light limits, half-resolution lighting, and Full/Half/Quarter albedo capture. • Camera and VR support: Camera stacks, split-screen and render textures. Multi Pass and Single Pass Instanced verified with automated MockHMD tests; Single Pass Multiview is shader-compile tested but has not been verified on a headset. Overlay cameras without Clear Depth are skipped to avoid applying lighting twice. • Scripting: Public runtime C# API. Parameter setters update lighting automatically; transform changes on lights or masks with Is Dynamic disabled require MarkDirty() in Play Mode. • Limitations: No shadows or occlusion; light passes through walls and objects. Opaque surfaces only. No contribution to baked lightmaps or reflection probes. Albedo capture for Entities Graphics / GPU Resident Drawer is unverified and may leave surfaces with untinted fake lighting. • Included: Five demo scenes, PDF documentation and six AI assistant guides. Requires Fake Lights URP on the camera's URP renderer, with the feature enabled.

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