← All work PRJ_01 — Unity tool · 2025

LUMINEX

Optimized, multi-pipeline volumetric fog & lighting for Unity — BiRP, URP, HDRP & Mobile, built on a froxel compute pipeline.

Luminex — volumetric light rays through stained glass in a cathedral scene
▶ Luminex — feature showcase
Role
Solo dev
Built with
Unity · C# · HLSL
Type
Asset / Tool
Year
2025
// overview

Luminex is a production-grade volumetric fog and lighting system built from the ground up on a froxel (frustum-voxel) pipeline — the same architecture used in AAA titles and modern game engines.

Unlike post-process-based alternatives, Luminex computes fog density, light scattering, shadows and temporal reprojection entirely in compute shaders, delivering physically-grounded atmospheric effects with full artistic control.

It scales hard: Luminex can handle hundreds of volumetric lights at high FPS thanks to heavy optimization and aggressive tuning — and runs across BiRP, URP, HDRP and Mobile from a single solution.

// highlights
  • Froxel compute pipelineCORE
  • Density · scattering · shadowsGPU
  • Temporal reprojectionTAA
  • Hundreds of lights @ high FPSPERF
  • BiRP · URP · HDRP · MobileALL