IMPORTANT: PLEASE READ
Available now on the marketplace for $5!
Short Description
A flexible, efficient, blueprint-driven volumetric lighting solution for 4.12 and up.
Long Description
A workaround for achieving volumetric lighting in Unreal Engine 4.12 and up using a single drop-in blueprint that handles simulating volumetric lighting in your worldspace. Any light source that affects translucent lighting will simulate volumetric lighting. Using only in-editor tools and assets made in Blender, this system performs comparatively to industry-standard volumetric lighting solutions, utilizing optimizations like frustum culling, scalable sample quality, and three pre-set render distances, as well as artistic tools like automatic or manual color selection and density control, without the need for any C++ or custom HLSL code. Instantly ramp up the atmosphere in your project on the Windows platform, simply by dragging the blueprint actor into your level and assigning your directional light-source.
Technical Details
Number of Materials: 10
Do Materials derive from a Master Material with instances as variation: Yes
Number of textures: 8
Texture Resolution: 251x253, 1920x1080
Engine Compatibility: 4.12 and Up
Intended Platform: Windows
Platforms Tested: Windows
Documentation Included: No
Important\Additional Notes: At an average 2ms frame-time cost, this system performs on-par with other industry-standard volumetric lighting solutions. (Crytek – 2-3ms, Ubisoft – 1.1ms, NVIDIA – 1.2ms)
Current average performance cost at max render quality/render distance: 2ms
Average performance cost of Cryengine’s volumetric fog shadows: 2-3ms
Average performance cost of Ubisoft’s Volumetric Lighting: 1.1ms
Average performance cost of Nvidia’s Volumetric Lighting: 1.2ms
Features
- Quality selector
- Distance selector
- Active/Inactive Modes
- Debug Mode
- Density Slider
- Color Picker
- (Optional) Tie color to sun color
Screenshots:
Screens are at high quality, medium render distance settings.
Price
Price is $4.99 USD
Release Date
June 22, 2016
Disclaimer
Although UE4 is slotted to have volumetric lighting/fog iterated upon starting in July, this is a fully feature-complete system that is organized and ready to go right now. If you want to save your money, wait for the real thing from Epic. Otherwise, thank you very much for your support, you’re helping me realize my dream of becoming (on some level or another) a paid developer.