Prototyping volumetric fire and glowing embers in Unity.

Pardon the programmer art.

github

A light shafts effect I made for Unity! It’s available on github. :)

Works with directional and spot lights, user-defined attenuation curves, cookies and color filters (stained glass kind-of-thing). Works on dx9, dx11 and opengl on osx.

It’s raymarching through a shadowmap, but uses epipolar sampling to limit the number of rays, which actually need to be marched:

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I’ve made this shadertoy recently. :)

Quick notes on how it works:

  • Most primitives raycasted (just spheres and boxes).
  • The tentacle is a funky, deformed distance field, which I raymarch (with variable step length, of course) as soon as the view ray intersects its bounding box.
  • The light shafts are raymarched with fixed step.
  • Some fbm noise to avoid banding.
  • Same fbm noise is thresholded and animated to get the moving particles in the air.
At GDC 2012 I gave a talk about using tetrahedral tessellations to interpolate SH light probes.
I’m re-posting the links to the slides and video, people still seem to be interested in the method. By the way, this is what Unity has been using for light probe interpolation since version 3.5.
The interesting bit is that it also handles extrapolation outside of the convex hull of samples, and that it can of course handle any data set sampled irregularly in 3D space and interpolate it in a linear, C0 (but not C1) continuous manner.

At GDC 2012 I gave a talk about using tetrahedral tessellations to interpolate SH light probes.

I’m re-posting the links to the slides and video, people still seem to be interested in the method. By the way, this is what Unity has been using for light probe interpolation since version 3.5.

The interesting bit is that it also handles extrapolation outside of the convex hull of samples, and that it can of course handle any data set sampled irregularly in 3D space and interpolate it in a linear, C0 (but not C1) continuous manner.