Screen Space God Rays (URP 2D/3D/VR)

Enhance your Unity projects effortlessly with Screen Space God Rays. Crafted by developers for developers, this asset offers top-notch screen space volumetric lighting for Unity URP in 2D, 3D and VR (Multi Pass + Single Pass Instanced), prioritizing resource efficiency and aesthetics.


Try out the WebGL demo here!


Support

Wiki & Issues on GitHub | Discord | Email


Features

  • Easy-to-use screen space volumetric system.
  • Many creative settings:
    • Variable softness, scale, range and color.
    • Optional support for masking by game objects.
    • Optional screen edge fadeout to reduce artefacts.
    • Variable projection offset to increase depth in 2D games.
  • Variable quality and scalabilty settings for cross-platform games:
    • Variable resolution scale, pruning, blur quality and more.
    • Separate 2D and 3D modes.
    • Artifact reduction options.
  • No limitations on count or position, place as many lights as you want.
  • VR support out-of-the-box (Multi Pass + Single Pass Instanced).

Requirements

  • Unity 2021.3 LTS - 2022.3 LTS
    • Full support
  • Unity 6
  • URP 10.0 or above

Limitations

  • Custom 2D shaders must write to depth buffer.*
  • Lights interact only with objects that are visible on the screen.
  • Doesn't support semi-transparent surfaces, it's either pass or block.
  • HDRP and Built-in support may be added in future. Feel free to reach out to us if this is important for you.

*Note on Unity Shader Graph and 2D:

SSGR requieres shaders to render depth information (aka. ZWrite On). Otherwise, objects will be "invisible" to SSGR, so they will not block light, and light will pass through them. Shader Graph doesn't expose ZWrite On, which makes it practically impossible in most cases to make the two work together. Shaders created with Amplify Shader or by code are not affected, as enabling ZWrite is trivial and has been tested and confirmed to work.


We therefore highly recommend using Amplify Shader or comparable solutions, if you are making 2D experiences and plan to use custom shaders (for 3D, this limitiation is not important).


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