How to Use

July 15, 2025 · View on GitHub

VRC Light Volumes | How to Use | Best Practices | Udon Sharp API | For Shader Developers | Compatible Shaders

How to Use

Menu
VRC Light Volumes System
Regular Light Volumes
Point Light Volumes
Audio Link Integration
Audio Link Quick Setup
Light Volume Audio Link Component Description
TV Screens Integration
How Light Volumes Work?

This package includes a AudioLink integration Udon script.

LightVolumeAudioLink component can change Light Volumes, Point light Volumes and Mesh Renderers materials colors in runtime based on AudioLink.

  1. Add the LightVolumeAudioLink component to a GameObject in your scene.

  2. One LightVolumeAudioLink can control Light Volumes, Point Light Volumes and material colors based on an Audio Band value you choose: Bass, Low Mid, High Mid, Treble

  3. Assign your Audio Link object in the Audio Link field.

  4. Add all Light Volumes you want to control to the Target Light Volumes list and Point Light Volumes in the Target Point Light Volumes list.

  5. Add all Mesh Renderers you want to change emission color by AudioLink to the Target Mesh Renderers list.

Important

These meshes should use materials with emission enabled. The shader must include a property named _EmissionColor (the Standard shader supports this).

  1. Adjust Materials Intensity to fine-tune the brightness of your materials. Intensity of Light Volumes and Point Light Volumes can be configured in their components.
  2. In your AudioLink component, make sure that GPU Readback is enabled. Click Enable readback if it’s not already active.
  3. Done! You should now see visual changes reacting to audio. Add more LightVolumeAudioLink components to control other AudioLink bands.

Tip

Enabling Auto Update Volumes for Audio-Link support is no more required in Light Volumes v.2.0.0

ParameterDescription
Audio LinkReference to your Audio Link Manager that should control Light Volumes.
Audio BandDefines which audio band will be used to control Light Volumes. Four bands available: Bass, Low Mid, High Mid, Treble.
DelayDefines how many samples back in history we're getting data from. Can be a value from 0 to 127. Zero means no delay at all.
Smoothing EnabledEnables smoothing algorithm that tries to smooth out flickering that can usually be a problem.
SmoothingValue from 0 to 1 that defines how much smoothing should be applied. Zero usually applies just a little bit of smoothing. One smoothes out almost all the fast blinks and makes intensity changing very slow.
ColorModeAuto uses Theme Colors 0, 1, 2, 3 for Bass, LowMid, HighMid, Treble. Override Color allows you to set the static color value.
ColorColor that will be used when Override Color is enabled.
Target Light VolumesList of the Light Volumes that should be affected by AudioLink.
Target Point Light VolumesList of the Point Light Volumes that should be affected by AudioLink.
Target Mesh RenderersList of the Mesh Renderers that has materials that should change color based on AudioLink.
Materials IntensityBrightness multiplier of the materials that should change color based on AudioLink.