Skip to main content

Questions tagged [lighting]

The simulation of light and illumination in games, including its interaction with the environment. A core element of games that can bring out vivacity into otherwise static worlds.

Filter by
Sorted by
Tagged with
0 votes
0 answers
69 views

I need help with how to apply greyscale shading to objects in a 3D renderer I made in Python. The code is pasted below: ...
BrainBonkers's user avatar
1 vote
1 answer
88 views

I'm implementing my first rasterizer, and I've run into a 2 issues with Phong shading that I have no idea how to debug. First, specular lighting seems to be completely missing. Second, there is an ...
diniamo's user avatar
  • 41
0 votes
0 answers
149 views

Goal: How can I best simulate headlight beams, in a night-time scenario, in Godot 4? The components I have are all sprite-based - a top-level car sprite, a shadow sprite (that is offset based on time-...
Cyclops's user avatar
  • 3,139
1 vote
1 answer
97 views

I am facing the same problem over and over again with Dynamic Lights in Unity and don't know where next to look. I am still learning Unity so maybe I'm missing something trivial because it happens in ...
rupps's user avatar
  • 141
1 vote
1 answer
166 views

I'm making a 2D ball game in Unity v6.0, now in the process of adding some 2D lighting. The player ball is a circle sprite. To make it look like a sphere, the sprite has a normal map added as a ...
Jernious's user avatar
1 vote
0 answers
66 views

I want to have a sprite that is invisible when outside of light, and visible when inside of light. I created a new Custom Lit Shader Graph in Unity 6 with the following setup: I then created a player ...
stevendesu's user avatar
0 votes
0 answers
37 views

I am trying to develop a tool for baking light in Unity but with some modifications and additions. Currently, what I want to achieve is for the commands ...
Ahmed Dyaa's user avatar
0 votes
1 answer
68 views

I am trying to develop a tool for light baking with certain modifications, but I do not understand the difference between the two functions BakeAsync and ...
Ahmed Dyaa's user avatar
0 votes
1 answer
121 views

I am in the process of generating Lightprobes using Spherical Harmonics. The usual approach is to render a cubemap, convolve it to generate an irradiance cubemap and then sample it to generate ...
Raildex's user avatar
  • 812
0 votes
0 answers
69 views

I think I built my matrices wrong: ...
f1oating's user avatar
2 votes
0 answers
90 views

Unity's documentation state that GPU Instancing supports baked lighting: Since Unity 2018.1, Global Illumination (GI) rendering is supported by GPU Instancing in the form of light probes, occlusion ...
bryx19's user avatar
  • 21
0 votes
0 answers
57 views

I'm using Godot/Redot for my game development but so far this happens when camera projection is orthogonal, there's unknown light following the viewport when the camera is moving. Here's the example ...
KZulfazriawan's user avatar
0 votes
1 answer
79 views

I have the following brdf code to light my scene ...
ellipticaldoor's user avatar
0 votes
1 answer
154 views

I am playing around with Unity and lighting is proving to be the most nerve racking thing about it so far. I think I understand the types of light and pros and cons of bake vs realtime but when I do ...
Alejandro's user avatar
0 votes
1 answer
156 views

I'm considering how a graphics-engine lights any given environment, at the level of code. So I guess perhaps the simplest way to light a scene is just to provide a Value-figure (i.e. Value as in the ...
william's user avatar
  • 103
0 votes
0 answers
75 views

https://streamable.com/km0hv0 I want to make a low-poly game. I noticed that in blender in viewport shading mode, when the camera rotates, the face progressively change color, from grey to black, ...
jokoon's user avatar
  • 5,253
0 votes
1 answer
89 views

I have an object that has 2 materials, both using the URP/Lit shader. One of them is emissive and its color changes at runtime. I would like to create an effect where the two materials become pitch ...
jenkins's user avatar
  • 111
0 votes
2 answers
67 views

At what degree of the sun's altitude/hight does it's lens flare appear? (At sea level and without any external influences). I'm trying to develop a game and I want to add lens flare to the sun. My ...
Ahmed Dyaa's user avatar
0 votes
1 answer
254 views

I am using URP and would like to have 2D and 3D objects in the scene affected by lights. This is not supported by Unity, however the docs said that one can use "Camera Stacking" for this ...
Askhento's user avatar
  • 123
1 vote
1 answer
189 views

I have scene which shows inside of an house. I am trying to achieve night as shown in horror movies. But in order to light up the entire room I have to increase the intensity of light way too much. ...
Akshay Dhotre's user avatar
0 votes
0 answers
53 views

I'm currently making an LOD system for terrain. I have a high-res mesh: And a low-res mesh: As you can see, the high-res mesh is significantly brighter than the low-res mesh. They are definitely ...
Jimmy Diddler's user avatar
0 votes
1 answer
72 views

I have a really simple scene that includes only one or two 3D objects, and the rest of it is UI. My target is WebGL so I am taking every chance to optimize thing as much as possible. The game objects ...
Ivan's user avatar
  • 379
1 vote
2 answers
266 views

Why does the baking process take so much time? What I'm sure of is that I won't make a mistake somewhere. Do any of you know my mistake? I'm sure 7 hours is a very long time. At one point, even the ...
Volkan AKDAG's user avatar
0 votes
1 answer
410 views

I am a beginner in Unity and 1st time asking in this platform. I am working as a team and I got invited to this project via Github. (if this matters at all) I want to work in 3D environment and I ...
Minchae KWAK 12HSC's user avatar
0 votes
0 answers
72 views

I'm trying to replicate the example given in this thread: https://gamedev.stackexchange.com/a/185593/179264, and I was able to, but for now I want to implement the "mask" thing to 2d lights ...
crgd 23WD's user avatar
0 votes
0 answers
83 views

I have been testing out various lighting and shadow settings in Unity since during play mode the stats are showing a much higher set pass call and triangle count to what I know my model has. I have ...
FrontEnd's user avatar
  • 1,789
0 votes
1 answer
63 views

Here is a screenshot of same model on different scenes. I'm trying to understand why the second one has that bright/light and remove it. I want the model appear like the first picture. Is this a ...
anderlaini's user avatar
0 votes
0 answers
87 views

When I use SceneManager.LoadScene() to switch between scenes the result of lighting in loaded scene is wrong. However if I open the scene solely the lighting ...
Simp Guy's user avatar
0 votes
1 answer
161 views

I setup simple single light source lighting around campfire object. However, as can be seen, the transition between lightened area and unlighted one is sharp. The GLSL fragment shader code: ...
Steyrix's user avatar
  • 279
0 votes
0 answers
74 views

I have a triangular mesh and a directional light in UE 5.3.2. The directional light is facing in +Z direction (up). Can anyone explain to me why the top surface is lit instead of being in a shadow (i....
eball's user avatar
  • 101
0 votes
1 answer
290 views

I am new to UE5. I am using a geometry brush to create an inner box and an outer box. The inner is set to brush type ‘subtractive’, resulting in a simple room like this: Then I create several windows ...
storycg's user avatar
0 votes
0 answers
63 views

...
mueoc mueoc's user avatar
0 votes
0 answers
54 views

Whenever I assign a material on an object in 2D unity, it becomes much darker and if the material is assigned to a circle, the circle becomes a dodecagon. The material is completely white. I can fix ...
sammyiscuul's user avatar
2 votes
1 answer
88 views

I have a top down camera on my game, and I'm rendering a point light on my opengl fragment shader. When the point light is far away from the floor it looks like I would expect it should look, like a ...
ellipticaldoor's user avatar
0 votes
1 answer
138 views

I've been trying to implement normal mapping into my custom OpenGL shader. The result I'm getting is almost there, but it looks like the Point Light is not ...
Tom Tsagkatos's user avatar
0 votes
0 answers
122 views

I'm using Unity, and in my MainMenu scene I made most objects static and baked some lightmaps. I built the game, clicked on a button in MainMenu which ...
Tudvari's user avatar
  • 801
1 vote
1 answer
172 views

100% not a graphics guy here. Problem Demonstration. Randomly discovered this when showing the project to a friend after not touching it for over a month (been working on other stuffs). First I ...
memorylick's user avatar
0 votes
0 answers
62 views

I have a 3D object that is affected with a directional light with a cookie texture (might be irrelevant). This object has a specific color lets say blue for the example. I would like the area affected ...
Ivan's user avatar
  • 379
1 vote
2 answers
812 views

Goal: I would like to recreate the lighting in Paper Mario: The Thousand Year Door. Currently, I am only using a directional light. I am also using URP. Comparison: Here is an example of how it looks ...
PayasoPrince's user avatar
1 vote
0 answers
82 views

I've been working on this game for quite awhile now and have had this problem ever since I switched from real-time lighting to lightmaps. For some reason the trees that are at X distance from me ...
Bas de Baare's user avatar
0 votes
1 answer
3k views

I am trying to make it so the sprites in my scene are affected by lighting, but I cannot figure out how. I looked it up, and everywhere I looked, I was told to switch the sprite's material from "...
NateBob's user avatar
0 votes
0 answers
47 views

so my project is a ray-casted lighting system thats trying to implement soft shadows. the ray casting is working currently, so right now my focus is on performance of the soft shadows portion. i use ...
Potat.OS1's user avatar
3 votes
0 answers
118 views

I don't know how to achieve or research smooth lighting on foliage, like in this screenshot of theHunter: Call of the Wild. The grass is translucent, but blocks light smoothly when it's tall and ...
Cebbi's user avatar
  • 201
1 vote
0 answers
848 views

Currently if you want real-time 2D ray-traced scene lighting, you're limited to a few options: geometry based SDFs or Scene Based Radiosity. However 2D Radiosity is really the only choice if your game ...
FatalSleep's user avatar
1 vote
1 answer
117 views

I have a floor that's interrupted by several objects sitting on top: Would it be better for performance to let the floor polygons extend straight through the footprints of these objects? Or should I ...
wuqs's user avatar
  • 13
0 votes
1 answer
2k views

I'm working on a top-down 2d game in Unity. assume my world/map looks like this through the player's eyes: (The art isn't mine, this is just an example) Now by making art directly like this, I can ...
python newbie's user avatar
2 votes
0 answers
675 views

I'm working on an indoor maze-like scene, with the only illumination coming from a few static point lights set to either Baked or Mixed mode. Since there are no windows, I'm facing the problem that ...
Zippy1970's user avatar
  • 121
0 votes
1 answer
583 views

Whenever I import something in Godot it looks like it's covered in some mushy slimy glittery stuff, I don't like it.... Garbaj on youtube showed that it's possible to turn shaders off and just render ...
Lost's user avatar
  • 1
1 vote
0 answers
381 views

Note: I'm not asking for an x% faster method. Work efficiency is an objective measure, it doesn't change because of hardware. I've got a voxel world I'm trying to render, think Minecraft, same texture ...
Krupip's user avatar
  • 1,811
0 votes
1 answer
109 views

I'm fairly new to Unity, and I have a script I'm working with that plays two different flashlight sounds (one for the off and one for the on position). Here's the script I'm currently working with: <...
Darko's user avatar
  • 3

1
2 3 4 5
15