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
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: Transparent2: 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.
AudioLink Specific Properties
bool
default:"false"
Enable AudioLink audio reactivity.
enum
default:"0"
AudioLink frequency band:
0: Bass1: Low Mids2: High Mids3: 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
- 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