Latest light Activity
I solved the problem, my normals was incorrect
I managed to separate each level into a scene. That makes it possible to bake light and occlusion into the scene. I had some problems learning which parameters work best.
The baking time was a marginal issue because my own computer only has a GTX1080 installed.
The next…
@JoeJ Ah, sorry--it looks like we replied at pretty much the same time!
Indeed, if the approach given by a light breeze, above, turns out to not work in some case, then what you post looks like it might well be worth investigating. Thank you! ^_^
The Space Jump effect is pretty simple when looking at its individual components.
Previously I created a 3D star field for the environmental rendering.
I use the 3D locations of these stars in the effect.
When the effect starts, I start cranking up the light emitted for each star.
This is done by just …
Key_C0de said:
I have already implemented shadow mapping for 1 light source in a way that is satisfactory to me. I was in search of a way to expand this, by using multiple shadow casting lights and just have them “add” their contributions to the finalColor of the final Pixel Shader. How do I do this…
I've been reading the document of UE4 about shadow.And it refer to a term called per-object shadows in the section of stationary lights.I just confused about what the exactly meaning of per-object shadows.Is it a kind of method just like cascaded shadow map?I've searched nothing about it…
I'm sorry if is not clear. Here are some light techniques and unity learn official source.
Unity light techniques:
- Realtime lighting
- Baked GI lighting (Global Illumination)
- Precomputed realtime GI lighting
Source:
https://learn.unity.com/tutorial/introduction-to-lighting-and-rendering#