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Light Volume Test

This is a Unity project demonstrating how to draw additive light volumes with outlines where they intersect other geometry and each other.

Screenshot

Notes

  • The light volumes are additive, so no sorting or depth challenges
  • Each volume is a primitive with an analytical signed distance field representation used by other volumes to draw intersection boundaries
  • The scene depth buffer is used to approximate intersection boundaries with other solid geometry
  • Backface culling is disabled, and the shader compensates for the viewpoint being inside a volume by rendering its far side twice as brightly
  • Depth testing is disabled, and the parts of the volume mesh that are behind solid geometry are either draw on top of the geometry or discarded
  • If the light volumes are going to be mostly static, one might save a tiny bit of perf by adjusting SDFVolumeManagerComponent to only update its GPU volume buffer when changes have occurred, rather than every frame

Usage

  1. Create a GameObject and add an SDFVolumeManagerComponent.
  2. Add instances of the volume prefabs in Prefabs/ as children of the manager you created, and transform them however you please.
  3. Alternatively, you can create volumes without their respective GameObjects from script by using the SDFVolumeManagerComponent.Add...(...) methods.

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