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Hx Volumetric Lighting v1.3.6
Hx Volumetric Lighting v1.3.2
Hx Volumetric Lighting v1.3.0
Hx Volumetric Lighting is the easiest way to get high quality volumetric lighting in your Unity scene, adding depth and realism with rays of light and fog of variable density. It’s easy to use and runs efficiently.
• Supports Shadow casting lights
• Supports multiple lights – any number and combination of point lights, spot lights, and directional lights.
• It’s dynamic – you can move lights around in real-time.
• Vary the air density with particle emitters or 3D noise.
• Use height fog to get a low hanging fog look.
• Mie scattering for more realistic results
• Supports transparency.
• Supports light cookies.
• Supports low resolution rendering with advanced up-sampling and temporal sampling, allowing faster framerates.
• Easy to use. Just drop a few scripts on your camera and lights.
• Forward/deferred render Path.
• Directx 9/OpenGL3 and above.
• VR Supported with single pass stereo Enabled (Unity 5.4.1+)
• Shader Model 3 and above.
• Desktop and console support.(mobile is not supported)
• Custom transparency shaders will need to be modified
- Add the HxVolumetricCamera.cs script to each camera you want to render volumetric lighting on.
- Add the HxVolumetricLight.cs script to each light in your scene that you want to be volumetric.
- Adjust the settings in your camera inspector to fit the style of your project.
- (Optional) To vary the air density using particle emitters, put the HxVolumetricParticleSystem.csscript on your emitters and follow the instructions for particle density.
- (Optional) If your scene has objects with transparency, you may need to slightly modify your shaders so they properly render. You can find these instructions in the transparency section.
If you are not using HDR rendering on your camera, the volumetric effect will automatically be converted to LDR. If you are using HDR, It is recommended that you use tone mapping. Otherwise, you can enable the Map To LDR setting in the Advanced Settings section, and it will handle tone mapping for you. However, it is recommended that you use an external tone mapper.
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