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BeamLight Shader (VRChat)

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BeamLight Shader (VRChat)

$11
1 rating

Overview

This is an asset for VRChat worlds.

This shader allows for the creation of atmospheric lighting seen in moving lights used at music concerts. It also includes a model for the mechanical part (moving head). It can be used in Unity, VRChat.

It has been used in various VR music concerts, music videos, various productions, and events like Vket.

With the update to V016, a depth fade feature was added. This makes the beam light beautifully fade and disappear as it hits objects, avatars, or the floor, and also makes it appear as if it's being illuminated. *Note that to use this feature, a real-time directional light with shadows is required in the scene (because it needs Depth). Examples are included in the prefab. If you're familiar with it, please try using the depth fade feature.

It supports VRChat's AudioLink. If you want to use AudioLink features, please add the AudioLink function from VCC.


Here is the system for controlling multiple BeamLights
https://noriben3.gumroad.com/l/beamlightcontrolsystem


Discription

Please drag and drop the prefab file named noribenBeamLight.prefab, located in the NoribenLunch/noribenBeamLight/Prefab folder, into the scene to use it.

Operational Verification Status

Verified to work in Unity2019.4.31f1 and Unity2022.3.6f1 Built-in RP & Linear Color environments. Usable in Unity, VRChat.

  • VRChat Worlds
    • PC World: OK
    • Quest World: OK
  • VRChat Avatars
    • PC Avatar: OK
    • Quest Avatar: No
  • Unity
    • Built-in RP: OK
    • URP: OK (Materials using the Standard Shader for the mechanical parts need modifications)
    • HDRP: OK (Materials using the Standard Shader for the mechanical parts need modifications. The DepthFade feature will not work)

Please note that as these are transparent objects, using them in large quantities in Quest environments may result in high performance load.

The DepthFade feature does not work in Quest environments. If you upload a world for Quest with DepthFade turned on, it will automatically revert to the appearance it has when turned off.

Terms of Use

  • Using in world creation or avatars: OK
  • Redistribute / Sharing Files: Prohibited
  • Reselling / Claiming it as your own work: Prohibited
  • Including in avatars or worlds for sale: Prohibited

Contact

https://twitter.com/noriben327

Update History

  • V001 Initial release
  • V002 Made parameter names clearer. Added Intensity, Length, and Noise seed parameters. Changed the noise from a foggy, misty effect to a radial light effect. (Changing the values of Noise Tex tiling can vary the effect)
  • V003 2020/06/13 Fixed artifacts at the base of the beam light
  • V004 2021/07/06 Test support for VRChat Udon AudioLink
  • V005 2021/07/17 Fixed a shader error in the normal version
  • V006 2021/08/23 In the AudioLink version, added the ability to choose which frequency (Bass, LowMid, HighMid, Treble) to respond to
  • V007 2021/12/28 Changed the mesh for the light shaft part. Fixed parts where the gradient was not smooth. Supported GPU instancing.
  • V008 2021/12/29 Fixed an issue where GPU instancing was not working correctly.
  • V009 2021/12/30 Made the noise texture layer and move two textures.
  • V010 2021/12/31 Added AudioLink Smooth Filtering parameter. Fixed an issue where AudioLink was not working properly.
  • V011 2022/01/01 Integrated the normal version with the AudioLink version.
  • V012 2022/03/03 Created a new model for the mechanical part. Fixed the GPU instancing part.
  • V013 2022/03/11 Supported Single Pass Stereo (Instanced) rendering.
  • V014 2022/11/24 Supported AudioLink version 0.3.
  • V015 2024/01/16 Added the feature to reflect the color of the texture on the beam light. Modified so that AudioLink works for avatar use as well. Fixed minor normal artifacts in the mesh.
  • V016 2024/01/22 Added DepthFade and FakeLight features. These features make the edges of polygons less noticeable when the beam light hits an object and make the hit area appear illuminated.
  • V017 2024/01/22 Added a sample prefab setting example for DirectionalLight for the DepthFade feature.
  • V018 2024/01/23 Fixed an incorrect shader name.
  • V019 2024/01/23 Fixed the issue where the lens part became dark when using the DepthFade feature.
  • V020 2024/01/25 Fixed an issue where nothing would appear when the DepthFade feature was turned on in an environment without Depth.
  • V021 2024/01/25 Fixed an error related to the declaration of CameraDepthTexture.
  • V022 2024/01/27 Fixed a slight whitening of the edges when the DepthFade feature was used and the light hit an object.
  • V023 2024/01/27 Made the beam light fade when the camera gets close.
  • 2024/02/15 V024 Fixed an issue where using the DepthFade feature caused an excessive reaction to Bloom.

Material Parameter Explanation

  • Color: The color of the beam light.
  • Light Intensity: Brightness.
  • Width: The width of the light beam.
  • Length: The length of the light beam.
  • Noise Power: The strength of the radial-like noise.
  • Noise Move Speed: The speed at which the noise moves.
  • Noise Seed: The seed value for the noise. Use this to create variations in the noise pattern among multiple lights.
  • WorldPosition Noise Random: Moves the noise UV based on the position where it is placed.
  • Edge Soft: Softness of the edges.
  • Sampling Texture On: Activates the feature to reflect the color of the texture onto the beam light.
  • SamplingTex Color: The texture to sample from.
  • SamplingTex UV Position X: The X direction position from which to sample the color of the texture.
  • SamplingTex UV Position Y: The Y direction position from which to sample the color of the texture.
  • SamplingTex Scroll Speed: Obtains the color while scrolling the texture.
  • Texture MultiSampling: Samples colors from multiple positions of the texture (samples colors from slightly shifted positions 5 times and averages them).
  • Gradation Height ON: Activates this feature when checked.
  • Gradation Height: The light fades as it reaches this height, creating a natural appearance when the light hits the floor.
  • Gradation Power: The degree of the gradation effect.
  • DepthFade and Fake Light On: Activates the feature that causes the beam light to fade and disappear when hitting an object, and makes the hit area appear illuminated. (Requires a shadowed RealTime Directional Light)
  • Fake Light Brightness: The brightness of the illumination.
  • Depth Fade Power: The extent of the fade effect.
  • Divide: The common effect where the beam light appears to split.
  • DivideScroll: The speed at which it rotates.
  • DividePower: The strength of the effect.
  • AudioLink On: Activates the AudioLink feature when checked.
  • AudioLink Intensity: The intensity of the AudioLink flicker.
  • AudioLink BandType: The band of sound to respond to.
  • AudioLink Smooth Filtering: Applies a filter to the flicker to smooth it out.
  • Enable GPU Instancing: Enables GPU instancing.
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