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Thlassa: Edge of the Abyss - Light beams

On Thalassa: Edge of the Abyss, we needed some kind of volumetric light beams to improve the feeling of being under water. Initially, we wanted to use Unreal Engine 4's built-in volumetrics, but found them a little too fiddly and hard to art-direct. Instead, I created this custom material to suit our needs better. With this, we could adjust the look of light beams to match the look of the rest of the game and the concept art, and we can place beams where we want them rather than deal with the limitations of physical accuracy. Together with placeable fog cards, these light beams create a feeling of depth and being immersed in liquid. They are also cheaper and look nicer than full volumetrics.

With some adjustments, the material can be used on custom mesh shapes.

With some adjustments, the material can be used on custom mesh shapes.

This variant is just a bunch of planes.

This variant is just a bunch of planes.

Subtle animation adds a bit of dynamism.

The source mesh is a cylinder with several "slices" along its length. The normals of the slices point outwards to help smooth the transition between side view and front view.

The source mesh is a cylinder with several "slices" along its length. The normals of the slices point outwards to help smooth the transition between side view and front view.

Although it causes a lot of overdraw, the material itself is quite cheap. As long as we're careful with how many overlapping beams are placed, they have a relateively small performance impact.

Although it causes a lot of overdraw, the material itself is quite cheap. As long as we're careful with how many overlapping beams are placed, they have a relateively small performance impact.