Volumetric Light Beam is fully compatible and is constantly tested in depth on the following platforms:
- Computers: Windows PC, Mac OSX, Linux, WebGL
- Mobile: iOS, Android
- AR: iOS ARKit, Android ARCore
- VR high-end headsets: Oculus Rift, HTC Vive, Valve Index...
- VR standalone headsets: Oculus Quest, Oculus Go, Gear VR, Daydream...
- Consoles: although not officially supported, the plugin is known to run smoothly on the Sony Playstation 4 and the Nintendo Switch
Volumetric Light Beam is fully compatible with the following features:
- Deferred and Forward rendering path (like any semi-transparent objects, beams are rendered using a Forward rendering pass on top of the Deferred one. This is a well known limitation of the Deferred Rendering technique).
- Gamma and Linear color spaces.
- All Render Pipelines: Built-in / Legacy, Scriptable Render Pipelines (URP, HDRP).
- All Graphics APIs: DirectX, OpenGL, OpenGLES, Vulkan, Metal...
- All Virtual Reality Stereo Rendering Methods: Multi Pass, Single Pass and Single Pass Instanced.
- Augmented Reality: ARKit (Apple iOS) & ARCore (Google Android).
- Batching techniques such as GPU Instancing and SRP Batcher.
- 3D and 2D.
Unity Editor Version
Volumetric Light Beam is compatible with all Unity versions from 2018.4.0 to the latest 2019.X, 2020.X and 2021.X releases. Each time a new version of Unity is in alpha, beta or is released, we test the plugin and make sure it runs smoothly on it.
How to check if the plugin will work on my device?
Want to test if the plugin will run smoothly on your target platform? It is super easy!
Run the following code on your device, and note what it prints (check the Unity documentation for more information about it):
Debug.Log( SystemInfo.graphicsShaderLevel );
Then refer to the following matrix.
|graphicsShaderLevel <= 30||graphicsShaderLevel >= 35|
with reduced precision
|Blending w/ opaque geometry||
with limited clipping range
|Dynamic Occlusion (Raycasting)|
|Dynamic Occlusion (Depth Buffer)|
|All other features|