This project is a technical demonstration of a light leak effect implemented in Unity's Universal Render Pipeline (URP).
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.
- Move the
Throttleobject along the X axis to adjust effect intensity.
To represent light fluctuation, the project combines:
- Noise Surface:
NoiseSurface.shadergraphgenerates procedural light aura.
- Particles (VFX Graph):
Particles.vfxgenerates small dust-like particles.
The intensity of both systems is synchronized to the Throttle transform via
ShaderPropertyBinder and VFXPropertyBinder.
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:
MiniBokehFeatureadds soft bokeh to the offscreen output.
After the Main Camera renders the scene, a FullScreenPassRendererFeature
using LightLeakComposition.shadergraph overlays the generated light leak
texture onto the final color buffer.



