![]() in the range: jittering will lerp from 0 to Jittering Factor value.This range is specified between 0 (the tip of the beam) and 1 (the end of the beam): Higher values = the jittering will be animated more often.Ĭonfigure where the jittering will be visible along the beam.In this case, increase jittering to add noise to smooth raymarching inaccuracy.Īnimate the jittering noise texture over the time: When using Shadow or Cookie with a raymarching quality with too low steps count, some banding artifacts can appear. The different qualities names and steps count can be configured from plugin's config. Specify which raymarching quality you want to use for this beam (the higher the steps count, the better the quality, the slower the performances). False when there is a Unity Light attached to the same GameObject, because the Unity Light are NOT scalable: this way you beam will always fit the Unity Light size.True when there is no Unity Light attached to the same GameObject, so you will be able to scale your beam easily. ![]() In short, we recommend to set the Scalable property at: ![]() won't be applied to the beam itself, so the beam won't have its size changed. will be applied to the beam itself and will change its size. The scaling of the beam's GameObject (or any of its parent in the hierarchy). This means that the cone's maximum radius is not dependent on the Light Source Radius property. Increasing the Light Source Radius property will not increase the Spot Angle.
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