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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/Projection
  • VRSL/Standard Mover/Volumetric
  • VRSL/Standard Mover/Fixture
  • VRSL/Wash Mover/Projection
  • VRSL/Wash Mover/Volumetric
  • VRSL/Basic Laser/DMX
  • VRSL/AudioLink/Standard Mover/Projection
  • VRSL/AudioLink/Standard Mover/Volumetric
  • VRSL/AudioLink/Wash Mover/Projection
  • VRSL/AudioLink/Wash Mover/Volumetric

Core Properties

DMX Configuration

int
default:"0"
Starting DMX channel for the fixture (0-512). Each fixture uses 13 channels in standard mode.
bool
default:"false"
Enable extended universe mode for addressing fixtures beyond 512 channels. Supports up to 9 DMX universes (4608 channels).
bool
default:"false"
Enable DMX control via render texture input. When disabled, uses manual property control.
bool
default:"false"
Enable legacy DMX grid reading method for backward compatibility with older versions.
bool
default:"false"
Switch DMX grid reading from horizontal to vertical layout.

Movement Controls

float
default:"0"
Pan offset in degrees. Adjusts the base pan rotation of the fixture.
float
default:"0"
Tilt offset in degrees. Adjusts the base tilt rotation of the fixture.
float
default:"180"
Maximum pan angle range (-x to +x degrees). Typical values: 180°, 270°, 540°.
float
default:"180"
Maximum tilt angle range (-y to +y degrees). Typical values: 90°, 180°, 270°.
bool
default:"false"
Invert pan direction. Useful for fixtures mounted in different orientations.
bool
default:"false"
Invert tilt direction.
vector
default:"(0, 0.014709, -1.02868, 0)"
Pivot point for pan/tilt rotation in object space. Should align with the fixture’s physical rotation point.

Intensity and Color

float
default:"1"
Master intensity multiplier for the fixture. Affects all output.
float
default:"1"
Global intensity control shared across all fixtures.
float
default:"1"
Blend factor between local and global intensity.
float
default:"1"
Universal intensity multiplier applied to entire scene.
color
default:"(1,1,1,1)"
Light color tint (HDR). Multiplied with DMX color values.
float
default:"1"
Maximum light intensity output. Higher values increase bloom and brightness.
float
default:"1"
Color saturation of the light output.
float
default:"0.1"
Falloff distance for saturation effects.
float
default:"1"
Red channel intensity multiplier for color correction.
float
default:"1"
Green channel intensity multiplier.
float
default:"1"
Blue channel intensity multiplier.

Projection Properties

int
default:"0"
Selected GOBO pattern index. 0 = no gobo, 1-8 = GOBO patterns.
texture
default:"white"
GOBO texture for projection pattern. Supports up to 8 different GOBO textures.
float
default:"0"
Intensity multiplier for projected GOBO pattern.
float
default:"0"
Static rotation angle of the projection in degrees.
bool
default:"false"
Enable automatic GOBO rotation animation.
float
default:"0"
Speed of automatic GOBO rotation.
float
default:"0"
UV scale modifier for GOBO 1. Adjusts projection size.
float
default:"0"
UV scale modifier for GOBO 2.
float
default:"0"
Edge fade for projection. Higher values create softer edges.
float
default:"1"
Harshness/curve of the projection edge fade.
float
default:"0.05"
Distance-based intensity falloff for projections.
float
default:"0"
Drawing range for projection. Scales the projection mesh.
float
default:"0.25"
Cutoff threshold for projection visibility.
float
default:"0"
Harshness of projected shadows in the GOBO pattern.
float
default:"1"
Minimum beam radius at the origin point.
bool
default:"false"
Use legacy GOBO indexing range for backward compatibility.

Cone Properties

float
default:"0"
Width/spread of the light cone.
float
default:"1"
Length of the visible light cone.
float
default:"1"
Maximum cone length when using DMX control.
float
default:"0.2"
Synchronization factor between cone width and length.
bool
default:"false"
Enable DMX control of cone length via additional channel.

Strobe Settings

bool
default:"false"
Enable strobe effect support.
float
default:"1"
Strobe frequency in Hz when manually controlled.

Rendering Options

enum
default:"1"
Transparency rendering mode:
  • 0: HQTransparent (volumetric only)
  • 1: Transparent
  • 2: AlphaToCoverage
enum
default:"2"
Source blend mode (Unity BlendMode enum).
enum
default:"1"
Destination blend mode.
enum
default:"0"
Blend operation (Unity BlendOp enum).
bool
default:"false"
Enable depth buffer writing.
bool
default:"false"
Enable alpha to coverage for MSAA transparency.
float
default:"0.5"
Alpha clipping threshold for alpha to coverage mode.
bool
default:"true"
Enable multi-sample depth texture reading for better quality.

Advanced Grid Options

bool
default:"false"
Use raw unsmoothed DMX grid for intensity and color. Bypasses interpolation for instant response.
Enable AudioLink audio reactivity.
enum
default:"0"
AudioLink frequency band:
  • 0: Bass
  • 1: Low Mids
  • 2: High Mids
  • 3: Treble
float
default:"1"
Intensity multiplier for the selected frequency band.
float
default:"0"
Time delay for AudioLink response.
float
default:"4"
Number of frequency bands to sample.
bool
default:"false"
Enable ColorChord color tinting from AudioLink.
bool
default:"false"
Enable sampling color from a texture instead of AudioLink.
texture
default:"white"
Texture to sample color from when color texture sampling is enabled.
float
default:"0.5"
X coordinate for color texture sampling.
float
default:"0.5"
Y coordinate for color texture sampling.
bool
default:"false"
Enable AudioLink theme color sampling.
int
default:"0"
Target theme color slot to sample from AudioLink.

Usage Examples

Basic Setup

  1. Assign the Projection shader to the projection mesh
  2. Assign the Volumetric shader to the volumetric cone mesh
  3. Set _DMXChannel to the starting channel (e.g., 0 for channel 1)
  4. Enable _EnableDMX if using DMX control
  5. Adjust _FixtureMaxIntensity to control brightness

GOBO Configuration

  1. Assign GOBO texture to _ProjectionMainTex
  2. Set _ProjectionIntensity to control brightness
  3. Adjust _ProjectionUVMod to scale the pattern
  4. Use _ProjectionRotation for static rotation
  5. Enable _EnableSpin for animated rotation

Performance Optimization

For better performance on lower-end systems:
  • Set _RenderMode to 1 (Transparent)
  • Keep _ProjectionIntensity moderate
  • Reduce _ConeLength to minimize overdraw
  • Disable unnecessary features like _EnableSpin

See Also