Comments (6)
Mobile support was newer implemented, or even tested. No reason why it can't work on mobile, other than it's pretty expensive, you'd have to get around the fact that some texture formats are missing and that it won't implement itself ;)
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Roger. Thanks for the answer
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@robertcupisz any idea what i need to learn in order to make it work on mobile ? The default light shafts from unity are not suitable since they occur post-processing..i only need to put some lights around some goddamn unlit 2d textures and i cannot find a solution that doesn't wreck the mobile framerate...i'm pretty sure your solution would work better. Right now there's no frame drop but neither the shafts displayed on maximum level performance :/
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If you're referring to the simple radial-blur light shafts, then I doubt these here would be faster and certainly need more memory.
If you need an ultra-lightweight solution, maybe consider manually placed planes?
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@robertcupisz you mean planes to just reflect light off them ? Well my light should wrap around some scenery element silhouettes like plains and valleys with no real rectangular structure or anything easy like that.
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Semi-transparent planes with a light-shaft-like texture on them - an oldschool trick that works well if you don't have to see a correct volumetric shadow. As a bonus, you have artistic control over them.
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Related Issues (20)
- Light Shafts only Render When selected during Play Mode HOT 3
- Vertex manipulation in shader not affecting light shafts HOT 4
- LightShaft Banding HOT 1
- Works on VR? HOT 2
- Unity 5.5 compile error - Shader error in 'Hidden/Coord': '|' : wrong operand...
- Single pass stereo not working
- Problem with forward doubleside shader HOT 1
- Ambiguous Reference Exceptions HOT 2
- Shader compile issues on PS4
- The Gizmos draw for spot light is not correct I think for new Unity 5.6. DrawGizmos should use zero as center
- Coord / platform error
- Not working in GVR
- Is It Working on Mobile? HOT 1
- Cut out shader HOT 2
- Not Work with WaterProDayTime
- HDRP compatible plezzzzzzzzzzzzzzzz HOT 3
- Spot light origin not correctly offset in URP HOT 2
- Dead link in README.md
- scene view not showing light shafts
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