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.

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44 views

Negating directional light's direction

Why we negate the direction vector of directional light when we calculating the light direction? I am using this link to learn opengl: https://learnopengl.com/#!Lighting/Light-casters But in ...
0
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1answer
41 views

Only 4 point lights display in unity

When ever I have more than 4 point lights in my scene, only 4 show up. Why does it do that? Is there anything I can do to show more than 4 at a time?
1
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1answer
35 views

Combining and drawing 2D lights in OpenGL

I have progressed to the lighting portion of my little framework and I managed to solve a few initial problems so now I'm left with the subtle weirdnesses. At this stage I just have 2 lights - the ...
0
votes
0answers
14 views

Unity2D: How to disable all lights and add a spotlight which follows my player?

this is my first 2D project. back in 3D i could just simply delete the light and add new ones as i please but here there are no light items and the camera has its own light somehow. i want to make ...
0
votes
1answer
45 views

Tile set showing grid with lighting

Hi so I have this tile set generated procedurally at the start of the scene. When I activate the point light in the middle of the screen I keep getting this grid in the game view, i tried changing the ...
1
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1answer
96 views

creating a simple cartoon like light effect

I could like to create a really simple light engine that does not eat to much CPU and will produce this effect: I am using libgdx for my game with box 2D light (which is too heavy for my needs). I ...
0
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0answers
8 views

ADS lighting Materials list?

I was wondering if anyone knew a good resource for looking up ADS materials? Something similar to below except a more extensive? Or is this something people just try to eyeball and figure out for ...
0
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0answers
69 views

Light 2D and Performance issues

I want to make a 2D game that will use 2 kinds of lights (Spotlight and Point Light). I need the game to be completly dark unless there is a light in the area and the light to not pass through walls. ...
1
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2answers
74 views

Lighting large scene with dynamic lights - Unity3D

I am working on a game project where most of the action takes place in a large scene that is built to look like a space station. Because it is all technological and enclosed, I can't use a directional ...
0
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0answers
13 views

Filtering the target for lights

I'm in process of writing my own 3D engine in WebGL using assets of one popular game. I do not use any existing graphing library(no Three.js or others), I operate with pure WebGL calls. I managed to ...
-1
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2answers
71 views

Unity - how to remove standard sky but keep the lighting?

How can I remove the standard Unity sky (to have an empty space with no texture around my scene), but keep all the lighting effects from it?
0
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0answers
55 views

real time lights and high quality shadows in webgl build

I have a game in which there are a lot of objects constantly moving around and a lot of real time lights with their setting set to highest, I'm building my game as webgl and this is costing me a lot ...
0
votes
1answer
47 views

Smooth Lighting Falloff

So, I'm having some issues with lighting in my Unity game. I had implemented torches, which seem to be working fine, but I have a creature (gelatinous cube) that I've put spot lights facing to give ...
1
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0answers
97 views

Lighting doesn't work properly in WebGL build only at one place

So I have a 2d game where a player walks around the level (top view) with a flashlight in front of him. Everything works fine in the editor, however whenever I build it for WebGL and test it in my ...
0
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0answers
13 views

Strange glitches with VolumetricLighting test scene (Unity)

I was going to test the VolumetricLighting test scene, but I faced a problem. After starting the game, I can see only some strange glitches on the screen. Also I get an error message in the console: ...
0
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0answers
35 views

Implementing Phong Shader whith 8 lighting

Reference: Phong Shader I want to use 8 lights (4 red, and 4 green) but my object always has no color . I want to get this result: but my result is like this: For frag code, I have: #version 120 ...
-1
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1answer
69 views

Realistic 3D Lighting in Unity

The game I am working on is in 3D, and I need to create a realistic looking recessed ceiling light, preferably without any 3rd party plugins or tools, as I am on a school computer. What is the best ...
0
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0answers
53 views

Is this 2D light implementation with shaders good enough?

After some days reading and programming shaders in GLSL (and Allegro 5) I came up with the stages I will be using to render the lights in my 2D test game. My first goal is to reach something like what ...
0
votes
1answer
58 views

BRDF Incorrect specular highlights

I'm currently attempting to implement BRDF lighting, and am hitting a bit of a snag with my specular term - the specular highlights aren't rendering correctly. To make things simple, I'm using a ...
0
votes
0answers
17 views

Combine diffuse map and lightmap into one texture file

Working with Unity, I'd like to do some more memory optimization. Currently, my 3D models have a diffuse texture and a lightmap, both at the same resolution and compression. I was wondering if there ...
2
votes
0answers
190 views

Enabling OpenGL lighting seems to disable blending

I have the following code to set up for some 2D drawing using OpenTK. I originally wrote it without any lighting considerations, but later added the lighting block. This version of the code uses GL....
0
votes
1answer
35 views

Fine tuning light shader mechanics

I'm currently trying to implement the lighting technique described in this article. I've done pretty much exactly what is done in the article. My technique is the same, and my shader is the same. ...
0
votes
0answers
38 views

Area Lights in DirectX

So after reading https://www.guerrilla-games.com/read/killzone-shadow-fall-creating-art-tools-for-a-new-generation (a guerilla games presentation on PBR) I noticed the Area lights as opposed to the ...
0
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0answers
55 views

Deferred rendering black screen

UPDATE: I have discovered something. If i change the final display to be respect the, for example, normal map it is showed for a instant before disappear and become all black again. Could it be a ...
3
votes
1answer
140 views

Light Attenuation Formula Derivation

I understand that when sampling the brightness of a given point on the surface, a certain cutoff needs to be taken into consideration. Other words, when the light is further away, the intensity ...
0
votes
1answer
75 views

Specular Lighting Error

At the moment I am implementing Specular Lighting for my engine in DirectX on top of Diffuse Lighting. I am using a physically based technique and as you can see from the image below something is ...
0
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0answers
52 views

OpenGL harsh lighting on model

I'm messing around with textured shading, but it appears to be doing something very odd with the lighting. Here is a little hat I made. It is the only textured model in the scene, the other models ...
0
votes
1answer
29 views

Problem with Basic Diffuse Lighting

So recently I have been learning how to implement Diffuse Lighting in DirectX and I have done so with the following code: float4 PS(VS_OUTPUT input) : SV_TARGET { input.normal = normalize(input....
4
votes
1answer
131 views

Directional light type

I am currently trying to implement a specific directional light type. This light type has been used in the game INSIDE and is called orthogonal spotlight (aka local directional light). I assume that ...
1
vote
0answers
35 views

Opengl - SpotLight shadow map issue

I have a light / shadow system that implements a spot light too. Every lights are working fine, but the spot light is acting weird. If i dont use any type of "shadow softening" method, it works ...
2
votes
2answers
115 views

2D Lighting From Sun

I have been developing a game for over a year now and I have successfully implemented the basic foundation for lighting, but there are still a few things I'm struggling with. The biggest issue right ...
1
vote
2answers
84 views

Problem with Diffuse Lighting

So I am currently implementing Diffuse & Ambient Lighting based off this tutorial: https://www.braynzarsoft.net/viewtutorial/q16390-simple-lighting I think I have implemented everything correctly,...
1
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0answers
149 views

Cave lighting in Unity

I have a cave that is inside a mountain (one mesh) that I created in Blender. I would like to make the cave quite dark inside so that either the player can light it up, or it is lit up with things ...
0
votes
1answer
63 views

How to achieve light effect on a car panel icons?

I'm making a car and I want to make lightable icons on its panel. I want to add 'on' and 'off' effect to them separately. The Sprites are plane objects, with one material and UV texture for each plane....
2
votes
1answer
98 views

Physically based shading - ambient/indirect lighting

I implemented a physically based path tracer after studying PBRT by M. Pharr and G. Humphreys. Now I'm trying to apply physically based rendering to real time graphics using OpenGL. I want to start ...
0
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1answer
143 views

What is the best PBR Real Time Fresnel function

I'm working on my physically based renderer, and I've come to a sort of crossroads regarding the Fresnel factor. I'm having trouble finding the best way to represent it. I know that Schlick's fresnel ...
1
vote
1answer
49 views

Transform luminosity (Watt) to be usable in shader

I'm studying the color and the Luminosity of Stars. I'm trying to figure how to transform information of Luminosity i perceive at a given distance to something usable into a shader. For instance , ...
0
votes
1answer
56 views

How to generate a multiplier map for radiosity

I am following this tutorial: here I am at the part where you are creating a hemicube. I have got the code to render the scene into a texture and therfore an array. Now how can I generate a so-called ...
5
votes
1answer
219 views

Is there any less expensive way to achieve this lighting effect?

I'm creating a game that is similar to Tibia on its projection: But I want it, under the hoods, to be 3D, and extremely dynamic - meshes generated on the fly, statues exploding and turning into smoke ...
0
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2answers
75 views

Simplst possible TBN-Matrix giving weird results

I'm implementing normal mapping and was trying different techniques of doing that. All seemed not to give me a correct result (e.g. the normals point in weird directions). To find the problem, I broke ...
0
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0answers
183 views

How can I make realistic light effects in 2D game?

I want to develop a 2D game with realistic light effects. I need them to represent the weather phenomenons, and the part of the day (sunlight, moonlight lights of the stars, torches, lanterns etc.) I'...
1
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0answers
46 views

Why do I get white highlights at the edge once light build complete?

Whenever I build my lights in Unreal, why do I always get white highlights at the edges? I can't seem to solve this. I get this problem with both static and stationary lights. Can someone please help? ...
0
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0answers
44 views

Does light source color defines its radiance?

My understanding is that a light source can emits wavelength in red colour; and the same red light source (viewed from the same angle) can have more intensity if it emits much more light flux and ...
0
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0answers
43 views

Dark image on Stochastic path tracing

I am trying to implement stochastic path tracing, where direct and indirect illuminations are evaluated separately. Below is an example of the direct illuminance with 4 rays per pixel and 16 shadow ...
1
vote
1answer
160 views

How can I make shadows darker in unity5 without changing light intensity?

I have a problem where I want the shadow cast by an object to be a well defined and dark one. However I have to do it without changing how illuminated the object looks so only increasing the intensity ...
3
votes
4answers
272 views

Determining how much of a tile is intersected by a ray to help calculate lighting and deal with shadow issues

I'm currently using the following steps for my lighting system Calculate all the tiles along the perimeter based on the radius of the light Cast a ray from the center of the light to each perimeter ...
0
votes
1answer
66 views

C++ OpenGL - 2D Lighting Around Object in a Pitch-Black Environment [duplicate]

I am making a 2D game in C++ with OpenGL where a maze is generated and you have to move the character through the maze and get it to the end. I have achieved all this, but now I want to make it more ...
0
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0answers
42 views

Unity Light passing through solid mesh made in blender

I am trying to figure out why light is passing through a solid mesh I created in blender. The geometry is simple: Cube with a bevel that has a 4 inner faces extruded transformed inward and scaled. ...
3
votes
2answers
333 views

Java 2D Lighting

Edit- ive noticed that the issue is caused when drawing to a bufferedimage I've been struggling to create 2D lighting in my 2D sandbox game. I've been reading through multiple threads and have tried ...
3
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0answers
42 views

Light bounding geometry for deferred rendering

What is the best bounding geometry to use in a deferred renderer for each one of the following light types? Sphere area light (obviously a sphere) Disk area light (obviously a cone) Rectangular area ...