Volumetric Cookie HD Component
This component allows to specify a cookie texture to the beam, which is a mask to simulate a shadow with a specific shape or color.
|The cookie can be a regular black & white mask to simulate specific shape and fake shadow||It can also be a regular RGBA texture to have colored cookie to simulate light going through a stained glass|
Any kind of transform can be applied to the cookie texture (even at runtime) to simulate movement.
The Volumetric Cookie HD component must be attached to a Volumetric Light Beam HD. You can use this button at the bottom of the Volumetric Light Beam HD inspector.
Shadow/Cookie and Jittering
When using this feature, we highly recommend to increase the Jittering Factor property on your HD beam.
Adding jittering allows to have a decent rendering quality by smoothing banding artifact while keeping raymarching steps as low as possible (and so good performance).
How much the cookie texture will contribute to the beam rendering.
Specify the texture mask asset.
It can be a regular 'Cookie' texture or any other texture type.
We HIGHLY recommend to disable mip maps generation on cookie textures to prevent from having rendering artifacts around objects edges in front or inside volumetric light beams.
Which channel(s) will be used to render the cookie.
- Specify a unique channel with a black & white texture to render a regular cookie.
- Specify RGBA with a colored texture to simulate light passing through a stained glass.
- False: white/opaque value in chosen texture channel is visible.
- True: white/opaque value in chosen texture channel is hidden.
2D local translation applied to the cookie texture.
Local rotation angle of the cookie texture (in degrees).
2D local scale applied to the cookie texture.