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Volumetric Light

The alternate volumetric-lighting path renders light shafts and fog using Sky Atmosphere's Volumetric Lighting settings. Open Control Panel > X:VFX > Volumetric Light for its controls.

Experimental

This documents the current local source. Runtime correctness and performance still require validation in the intended project; source availability alone is not a performance result.

Requirements​

  • The fork's Visibility Buffer frame path.
  • A Sky Atmosphere component with Volumetric Lighting enabled.
  • Virtual Shadow Maps disabled.

Enable and Queue Selection​

x.VisibilityBuffer.VolumetricLightingBehavior
0Disabled
1Preparation, shadow min/max and integration on async compute; composite on graphics
2All passes on graphics

While this alternate path renders, it disables UE height fog, volumetric fog, local fog volumes and light shafts. Treat it as an alternate route, rather than adding its output on top of all stock fog systems.

Quality and Lighting Controls​

Console variablePurpose
x.VisibilityBuffer.VolumetricLighting.QualityResolution and sun integration steps
x.VisibilityBuffer.VolumetricLighting.MaxLocalLightsMaximum contributing local lights
x.VisibilityBuffer.VolumetricLighting.MaxShadowedLightsMaximum shadowed local lights
x.VisibilityBuffer.VolumetricLighting.EarlyShadowsRender shadow depths early to allow integration overlap
x.VisibilityBuffer.VolumetricLighting.DebugDiagnostic output
x.VisibilityBuffer.VolumetricLighting.DebugScaleDiagnostic display scale

Quality levels are 0: quarter resolution/16 sun steps, 1: half resolution/24 steps, 2: half resolution/32 steps, and 3: half resolution/48 steps.

Scheduling the Existing Fog Route​

When using the existing volumetric-fog route in the visibility-buffer frame, x.VisibilityBuffer.AsyncVolumetricFog selects its queue policy:

ValueScheduling
0Graphics
1Async setup beside shadow depths
2Async after shadow depths
3Async setup, scattering on graphics

x.VisibilityBuffer.VolumetricFogInterleave exposes interleaving. These settings schedule the existing fog route; they do not enable the alternate volumetric renderer. The routes are not active together.

See Atmosphere for the fork's atmosphere defaults and Flow for simulated smoke/fog volumes.