Overview
Moving light shaders simulate professional moving head stage lights with pan/tilt control, GOBO projection, color mixing, and volumetric light cones. Available in Standard Mover, Wash Mover, and Laser variants.Shader Paths
DMX Control
VRSL/Standard Mover/ProjectionVRSL/Standard Mover/VolumetricVRSL/Standard Mover/FixtureVRSL/Wash Mover/ProjectionVRSL/Wash Mover/VolumetricVRSL/Basic Laser/DMX
AudioLink Control
VRSL/AudioLink/Standard Mover/ProjectionVRSL/AudioLink/Standard Mover/VolumetricVRSL/AudioLink/Wash Mover/ProjectionVRSL/AudioLink/Wash Mover/Volumetric
Core Properties
DMX Configuration
Starting DMX channel for the fixture (0-512). Each fixture uses 13 channels in standard mode.
Enable extended universe mode for addressing fixtures beyond 512 channels. Supports up to 9 DMX universes (4608 channels).
Enable DMX control via render texture input. When disabled, uses manual property control.
Enable legacy DMX grid reading method for backward compatibility with older versions.
Switch DMX grid reading from horizontal to vertical layout.
Movement Controls
Pan offset in degrees. Adjusts the base pan rotation of the fixture.
Tilt offset in degrees. Adjusts the base tilt rotation of the fixture.
Maximum pan angle range (-x to +x degrees). Typical values: 180°, 270°, 540°.
Maximum tilt angle range (-y to +y degrees). Typical values: 90°, 180°, 270°.
Invert pan direction. Useful for fixtures mounted in different orientations.
Invert tilt direction.
Pivot point for pan/tilt rotation in object space. Should align with the fixture’s physical rotation point.
Intensity and Color
Master intensity multiplier for the fixture. Affects all output.
Global intensity control shared across all fixtures.
Blend factor between local and global intensity.
Universal intensity multiplier applied to entire scene.
Light color tint (HDR). Multiplied with DMX color values.
Maximum light intensity output. Higher values increase bloom and brightness.
Color saturation of the light output.
Falloff distance for saturation effects.
Red channel intensity multiplier for color correction.
Green channel intensity multiplier.
Blue channel intensity multiplier.
Projection Properties
Selected GOBO pattern index. 0 = no gobo, 1-8 = GOBO patterns.
GOBO texture for projection pattern. Supports up to 8 different GOBO textures.
Intensity multiplier for projected GOBO pattern.
Static rotation angle of the projection in degrees.
Enable automatic GOBO rotation animation.
Speed of automatic GOBO rotation.
UV scale modifier for GOBO 1. Adjusts projection size.
UV scale modifier for GOBO 2.
Edge fade for projection. Higher values create softer edges.
Harshness/curve of the projection edge fade.
Distance-based intensity falloff for projections.
Drawing range for projection. Scales the projection mesh.
Cutoff threshold for projection visibility.
Harshness of projected shadows in the GOBO pattern.
Minimum beam radius at the origin point.
Use legacy GOBO indexing range for backward compatibility.
Cone Properties
Width/spread of the light cone.
Length of the visible light cone.
Maximum cone length when using DMX control.
Synchronization factor between cone width and length.
Enable DMX control of cone length via additional channel.
Strobe Settings
Enable strobe effect support.
Strobe frequency in Hz when manually controlled.
Rendering Options
Transparency rendering mode:
0: HQTransparent (volumetric only)1: Transparent2: AlphaToCoverage
Source blend mode (Unity BlendMode enum).
Destination blend mode.
Blend operation (Unity BlendOp enum).
Enable depth buffer writing.
Enable alpha to coverage for MSAA transparency.
Alpha clipping threshold for alpha to coverage mode.
Enable multi-sample depth texture reading for better quality.
Advanced Grid Options
Use raw unsmoothed DMX grid for intensity and color. Bypasses interpolation for instant response.
AudioLink Specific Properties
Enable AudioLink audio reactivity.
AudioLink frequency band:
0: Bass1: Low Mids2: High Mids3: Treble
Intensity multiplier for the selected frequency band.
Time delay for AudioLink response.
Number of frequency bands to sample.
Enable ColorChord color tinting from AudioLink.
Enable sampling color from a texture instead of AudioLink.
Texture to sample color from when color texture sampling is enabled.
X coordinate for color texture sampling.
Y coordinate for color texture sampling.
Enable AudioLink theme color sampling.
Target theme color slot to sample from AudioLink.
Usage Examples
Basic Setup
- Assign the Projection shader to the projection mesh
- Assign the Volumetric shader to the volumetric cone mesh
- Set
_DMXChannelto the starting channel (e.g., 0 for channel 1) - Enable
_EnableDMXif using DMX control - Adjust
_FixtureMaxIntensityto control brightness
GOBO Configuration
- Assign GOBO texture to
_ProjectionMainTex - Set
_ProjectionIntensityto control brightness - Adjust
_ProjectionUVModto scale the pattern - Use
_ProjectionRotationfor static rotation - Enable
_EnableSpinfor animated rotation
Performance Optimization
For better performance on lower-end systems:- Set
_RenderModeto1(Transparent) - Keep
_ProjectionIntensitymoderate - Reduce
_ConeLengthto minimize overdraw - Disable unnecessary features like
_EnableSpin
See Also
- Volumetric Rendering - Detailed volumetric properties
- Shader Overview - System architecture
- Static Lights - Static light shaders