Inspector Reference
A concise reference for every user-facing section in the Light Rays 2D Inspector.
Quick Looks
Three independent preset libraries are available: Look, Gradient and Motion. Applying them does not change Manual Quad vertices.
Rendering
| Control | Purpose |
|---|---|
| Blend Mode | Changes how the ray combines with the scene. |
| Intensity | Main opacity/strength of the ray. |
| Sorting Layer / Order | Controls draw order relative to sprites and other transparent objects. |
Emitter Shape
Choose Manual Quad, Sprite or Collider. Manual Quad exposes Shape Preset and optional per-vertex editing.
Pattern & Pixel Art
| Scrolling Texture | Uses a supplied ray texture instead of the procedural wave pattern. |
| Waviness | Adds temporal irregularity to procedural rays. |
| Pixel Art | Quantizes the effect into stable pixel cells. |
| Resolution | Number of vertical pixel cells used by the effect. |
| Opacity Levels | Number of visible alpha steps. |
| Animation FPS | Steps animation time for a deliberate pixel-art cadence. |
Color
Use four corner colors for simple control, or enable Custom Gradients for authored two-axis color variation.
Particles & Dust
Enable Particles, select the mode, then set density, size, speed, lifetime, color and movement variation. Original particle modes keep their sprite and shape controls.
Matching URP Light2D
Create Matching Light2D creates a Freeform Light2D on the ray perimeter. Sync Appearance is optional, so older authored Light2D color/intensity settings are not overwritten automatically.
Advanced
Controls individual procedural ray layers, directional falloff and harder ray edges. Start with Quick Looks and only use Advanced when you need a custom pattern.