Lumen Effect Layer
The LumenEffectLayer is the abstract base class for all Lumen effect layers. It provides shared properties and methods for custom light FX in Unity, enabling consistent control over color, mesh, repetition, and advanced visual variations. All specific layer types (such as rays, flares, and lights) inherit from this class.
Common Uses:
Use as a foundation for creating custom effect layers.
Provides a unified interface for all effect types in a LumenEffectProfile.
Ensures all layers support core features like color, mesh assignment, and visual variation.
Variables
color
Color
The base color of the effect layer.
mesh
Mesh
The mesh used to render the effect (if applicable).
repeatCount
int
Number of times to repeat the effect around its origin.
repeatOffset
float
Angular or positional offset between repeated instances.
posterize
bool
Enable posterization for stylized, stepped color/brightness.
posterizeSteps
int
Number of steps for posterization.
noiseVariation
bool
Enable per-instance noise for variation.
noiseScale
float
Scale of the noise variation.
sineVariation
bool
Enable sine-based variation for animation or pulsing.
sineSpeed
float
Speed of the sine variation.
sineAmplitude
float
Amplitude of the sine variation.
All derived layers inherit these properties and may add their own specialized fields.
Example:
Use the color and mesh fields to quickly change the look of any effect layer.
Enable posterize and noiseVariation for a more stylized, animated appearance.
Typical Usage:
All effect layers in a Lumen Effect are derived from LumenEffectLayer.
Adjust these base properties in the Inspector or via script to affect all layer types consistently.
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