
Descrição
High-performance fake lighting for rendering thousands of lights in one post-process pass.
Achieve the look of local dynamic lighting without the cost of engine light actors, shadow maps, or Lumen. Each light is drawn as an instanced screen-space volume pass that reads GBuffer depth, normals, and specular — producing convincing surface lighting at a fraction of the cost of real point lights.
Built for games with large open levels, mobile-adjacent desktop targets, and any project where you need atmosphere and readability without blowing your light budget.
Showcase and Preview: https://youtu.be/-wYG7ZoRIuY
Fake Light Animation Preview: https://youtu.be/vH1RZuOsvgQ
Does not support cast shadows. This is designed for providing an extremely cheap method for lighting large open world games where you want thousands of light even in really far distance. You can then switch to actual point light when player is near, there is a fade in range provided for these scenario.
🌟 Key Features
Unbeatable Performance. Renders as a lightweight post-process volume pass, making it vastly cheaper than standard UE point lights.
Physically-Inspired Shading:
Reads GBuffer normals to calculate Diffuse, Specular, and Backlight (Rim Light) for realistic environment integration.
Fake Volumetric Glow:
Add instant, cheap screen-space volumetric halos to your lights without the crushing cost of true volumetric fog.
Zero-CPU Animations: Built-in GPU-driven flicker patterns (Candle, Neon, Pulse, Strobe) with adjustable speed and amplitude.
Stylized & Realistic Controls: Tweak Light Wrap (Lambert to Full Wrap), Falloff Exponents, and Normal Strength to fit both photo-realistic and heavily stylized art directions.
Color Temperature (Kelvin): Set light colors using real-world Kelvin values (e.g., 2700K for warm candles, 6500K for cool daylight).
Distance Culling: Built-in MaxDrawDistance and volumetric distance fades to ensure absolute maximum performance in large open worlds.
No per light draw calls, shadow work, and CPU bookkeeping. Fake Lighting sidesteps that entirely:
No engine light actors. Lights are data-driven components, not UPointLightComponent.
GPU-instanced rendering. All visible lights drawn in a single raster pass.
Automatic culling, frustum, distance, and priority-based sorting keep only what matters
Scales to 10,000+ lights per view, configurable via r.FakeLighting.MaxLights
Full Blueprint Support!! Drag and drop and tune lights entirely from Blueprint.
SUPPORT:
If you have any feature request, contact me via Discord or email.
Email: [email protected]
Join Discord: https://go.lazertale.com/discord-devcommunity-invite





