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Forked from sinbad/LightFlickerEffect.cs
Created September 10, 2021 19:44
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Unity simple & fast light flicker script
using UnityEngine;
using System.Collections.Generic;
// Written by Steve Streeting 2017
// License: CC0 Public Domain
/// <summary>
/// Component which will flicker a linked light while active by changing its
/// intensity between the min and max values given. The flickering can be
/// sharp or smoothed depending on the value of the smoothing parameter.
/// Just activate / deactivate this component as usual to pause / resume flicker
/// </summary>
public class LightFlickerEffect : MonoBehaviour {
[Tooltip("External light to flicker; you can leave this null if you attach script to a light")]
public new Light light;
[Tooltip("Minimum random light intensity")]
public float minIntensity = 0f;
[Tooltip("Maximum random light intensity")]
public float maxIntensity = 1f;
[Tooltip("How much to smooth out the randomness; lower values = sparks, higher = lantern")]
[Range(1, 50)]
public int smoothing = 5;
// Continuous average calculation via FIFO queue
// Saves us iterating every time we update, we just change by the delta
Queue<float> smoothQueue;
float lastSum = 0;
/// <summary>
/// Reset the randomness and start again. You usually don't need to call
/// this, deactivating/reactivating is usually fine but if you want a strict
/// restart you can do.
/// </summary>
public void Reset() {
lastSum = 0;
void Start() {
smoothQueue = new Queue<float>(smoothing);
// External or internal light?
if (light == null) {
light = GetComponent<Light>();
void Update() {
if (light == null)
// pop off an item if too big
while (smoothQueue.Count >= smoothing) {
lastSum -= smoothQueue.Dequeue();
// Generate random new item, calculate new average
float newVal = Random.Range(minIntensity, maxIntensity);
lastSum += newVal;
// Calculate new smoothed average
light.intensity = lastSum / (float)smoothQueue.Count;
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