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Lumberyard
User Guide (Version 1.14)

GeometryBeam Shader

Use the GeometryBeam shader to create volumetric light beams that feature dust and turbulence effects.

Shader Parameters

Ambience strength

Controls the general strength of the beam effect.

Default value: 0.12

Base UV scale

Controls the scale or tiling of the object's base UV mapping.

Default value: 1

Brightness

Controls the overall brightness of the beam effect.

Default value: 1

Dust anim speed

Controls the animation speed for the dust turbulence effect, as defined by the Specular texture map.

This parameter requires that the Dust Turbulence shader generation parameter is enabled.

Default value: 1

Dust UV rotation

Changes the rotation of the dust turbulence effect, as defined by the Specular texture map.

This parameter requires that the Dust Turbulence shader generation parameter is enabled.

Default value: 0

Dust UV scale

Sets the scale or tiling of the UV mapping for the dust turbulence effect, as defined by the Specular texture map.

This parameter requires that the Dust Turbulence shader generation parameter is enabled.

Default value: 0.6

End color

Sets the end color for gradient along the U axis.

Default value: 255,255,255

Soft intersection factor

Controls softness of surface interaction with other opaque scene geometry.

Default value: 1

Start color

Sets the start color for gradient along the U axis.

Default value: 255,255,255

Turbulence tiling

Multiplies turbulence, as defined by the Bumpmap texture map.

This parameter requires that the Dust Turbulence shader generation parameter is enabled.

Default value: 1

Turbulence visibility

Controls the visibility level of turbulence, as defined by the bump map texture map.

This parameter requires that the Dust Turbulence shader generation parameter is enabled.

Default value: 0.55

UV vignetting

Applies a vignetting effect to the edges of the UV map.

This parameter requires that the UV Vignetting shader generation parameter is enabled.

Default value: 4

Vertex alpha fading

If you use vertex alpha to fade out the edges, use this slider to control the interpolation curve.

Default value: 0.55

View dependency factor

Determines how beams blend in and out depending on the camera-facing angle.

The higher the value, the longer the beam is visible even when at a nearly 90° angle to camera. Smaller values cause the beam to begin to vanish.

Default value: 2

Volumetric scale

Controls the volumetric features when shadow receiving is enabled. This also has the effect of changing the soft shadow radius.

This parameter requires that the Receive Shadows shader generation parameter is enabled.

Default value: 0.7

Shader Generation Parameters

Dust Turbulence

Enables dust and turbulence overlay. Specular and Bumpmap texture map slots also become available under Texture Maps to fine-tune appearance.

Receive Shadows

Enables sun shadows to be cast on the light beams, creating volumetric shafts.

You can use this parameter for an interesting effect, but it might affect your game’s performance.

UV Vignetting

Enables vignettes in UV space.