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URP Light Leak Effect Example

Preview

This project is a technical demonstration of a light leak effect implemented in Unity's Universal Render Pipeline (URP).

Overview

The effect is generated by rendering dedicated light leak source elements with an offscreen camera into a RenderTexture, then compositing that texture onto the final frame.

Control

  • Move the Throttle object along the X axis to adjust effect intensity.

Pipeline

1. Source Generation (Noise + Particles)

To represent light fluctuation, the project combines:

  • Noise Surface: NoiseSurface.shadergraph generates procedural light aura.

Noise Surface

  • Particles (VFX Graph): Particles.vfx generates small dust-like particles.

Particles

The intensity of both systems is synchronized to the Throttle transform via ShaderPropertyBinder and VFXPropertyBinder.

2. Light Leak Render Pass (Offscreen Camera)

A dedicated camera under the Light Leak object renders the source elements to the LightLeakTarget RenderTexture.

Applied post effects:

  • Bloom + Screen Space Lens Flare: Adds atmospheric scattering to highlights.
  • MiniBokeh: MiniBokehFeature adds soft bokeh to the offscreen output.

Postprocessed

3. Final Composition (Fullscreen Pass)

After the Main Camera renders the scene, a FullScreenPassRendererFeature using LightLeakComposition.shadergraph overlays the generated light leak texture onto the final color buffer.

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Light Leak Effect with Unity URP

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