Jewel Renderer Manual

Jewel Renderer Manual 


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What's New


Version 1.02 released

- Added option to capture cubemap.



Version 1.01 released

- Added optimization option "MergeSimilarPlanes"


What is this?

Jewel Renderer simulates reflection of ray inside convex bodies.

Good for rendering transparent objects, especially gems.

  • No texture required
  • Rich-looking rendering result using simple mesh
  • Runs on Windows/Mac/iOS/Android
    (although it is heavy for mobiles to render widely)


Quick start

  1. Put "Jewel" prefab onto your scene
  2. Set your mesh in MeshFilter component
  3. Modify properties (see reference page for details)
  4. Component menu -> "Setup"

Caution : 

Setting background cubemap by Drag&Drop (as done in the movie) seems to be invalid in Unity2018 and later.

Following operation is available instead.

- duplicate "skybox01" material in the package

- set "Cubemap" parameter of the material

- Drag&Drop it into your scene

The movie will be replaced.


Sample scenes


Sample jewels.


Shows how the rendering result changes by parameters.






  • Only convex shapes are fully supported.
    Although you can input non-convex one, the result will be incorrect.
  • Vertices should not be shared by multiple triangles.
    ("Edged," "flat-surfaced" model)
  • Origin (0,0,0) of mesh should be inside the shape.
  • Skyboxes should not include Mip-maps.
    Uncheck "Generate Mip Maps" in the texture's property grid and "Apply".


  • Requires considerable GPU cycles, depending on reflection count (configurable) and number of rendered pixels, number of triangles in the mesh and "prism" option.
    To render in best quality, high-spec PC will be required.