- Volumetric light in current real-time rendering could be expensive in PC and PS4, so we use downsample and jitter to optimize the performance.
- Native directional shadowmap supported.
- Cascade Directional Shadow supported.
- Mie Scattering supported.
- Height Fog Supported.
- Add "VolumetricLightRenderer.cs" on scene render camera.
- Choose downsample level in "VolumetricLightRenderer.cs", for instance: x2 is half resolution, x3 is one third resolution and x4 is one quater resolution. The less resolution will cause better performance and worse quality.
- Add "VolumetricLight.cs" on the directional light.
- Enable "Hard Shadow" or "Soft Shadow" to let volumetric light component use shadowmap.