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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3
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0answers
30 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 ...
5
votes
3answers
155 views

Random black pixels GLSL shader bug

I've recently been following a tutorial for writing a game engine in Java using LWJGL 2. I followed the tutorial for writing a fragment shader that utilizes spotlights in GLSL. The example game ...
5
votes
1answer
88 views

Unity - Small holes of light seems to go through my blender mesh

So, I am currently working on a low-poly terrain in Blender which will be flat-shaded in Unity. It all works great, however I am working on a cave for the terrain, and I seem to be getting these small ...
0
votes
2answers
44 views

Unity - How to get nicer shadows from distant point lights?

I get too unsatisfying results for shadows when using a point light that is far away. (The quality settings are maxed.) The scene: The result: The light: What can I do to get better shadows?
3
votes
1answer
52 views

Per-Texel lighting? (not per-vertex or per-pixel)

In my game, I have a 3D shader that does lighting using color ramps on models with very low resolution textures. Basically, the vertex shader calculates color values for direct light and ambient ...
-1
votes
1answer
52 views

Volumetric Lighting/Light Shafts in DirectX

So currently I am trying to implement Light Shafts into my DirectX Engine. I read the Nvidia GPU Gems Article (http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html) I am new to Graphics ...
0
votes
1answer
26 views

Possible to detect handedness of normal maps in shader?

I've implemented normal maps into my game renderer using the formulas by Christian Schuler. It works OK with most normal maps but some not so much since in some the Y component (green) is reversed. ...
1
vote
0answers
21 views

Can I make global illumination from directional lights only affect their assigned layers?

I have a large space station scene, where there are giant mirrors that are sources of reflected light, and to emulate this, I made directional lights attached to the mirrors with cookies to make them ...
1
vote
1answer
43 views

PBR How to correcly use standard lighting and IBL

I'm creating a physically based renderer but I am a bit confused on how to put together standard lighting with IBL, since like I'm doing now I think it's wrong. Right now, for each light, I evaluate ...
13
votes
3answers
968 views

How can I create light shafts like Journey's in Unity?

I'd like to create cartoon looking sun / light shafts that look very close (or identical) to the ones in very well known and loved games like Journey: and Ori: How can I accomplish this?
3
votes
0answers
39 views

Emissive material not casting light on itself in Unreal

I have a static mesh that has an emissive material applied to part of the mesh. The emissive material successfully cast light to surrounding objects. However, the face of the mesh with the emissive ...
3
votes
1answer
157 views

Trying to implement forward rendering in OpenGL

I'm working on implementing forward rendering in my 2D engine, as far as I'm aware everything should be set up correctly, I've ran into some issues earlier but I'm sure I've fixed those at this point. ...
0
votes
0answers
27 views

How to program light effects in Andengine

I'm trying to make some light effects to my game, but for now i failed to do it well, i try put 3 Sprites: bitmap1 = new BitmapTextureAtlas(getTextureManager(), 1400, 1400, TextureOptions.DEFAULT); ...
0
votes
1answer
33 views

Unity3D: Sudden lighting change in a scene

Sorry if this is a duplicate question, but I have no idea what this would be considered. Hello, I have recently been creating an FPS game, but while researching some things on the internet, the ...
1
vote
1answer
29 views

Java - Performance problem with BufferedImage and AlphaComposite

:) I'm currently making a 2D platformer game and now I want to implement Light using AlphaComposite. For creating the lights I first create a blank BufferedImage with ARGB format. After this, I ...
0
votes
0answers
27 views

OpenGL ES vertex/fragment shaders - Blinn phong

I'm developing a simple educational project to study OpenGL ES. I'm try to render some simple OBJ models using Blinn-Phong. The first version of the of my implementation calculate all the lighting ...
0
votes
1answer
60 views

Lighting in Minecraft/Block-esque worlds [duplicate]

Chaps, I'm sure we all know at a high level how Minecraft's lighting engine works. Light sources flood surrounding blocks with light, which themselves flood their neighbors and so forth. However, I ...
1
vote
1answer
30 views

Deferred rendering - reconstruction of world position view dependent

I am moving my small renderer from forward to deferred, I have now noticed something a bit odd. I am for now using a simple way to reconstruct world position in the lighting pass: float3 GetWP(...
1
vote
1answer
37 views

Handling light bounding volume

So, i managed to do deferred shading like yesterday or 2 days ago. I got pretty big impact which causes my fps to drop from 1000fps to around 300~fps for 25 lights (after some optimization, i don't ...
0
votes
0answers
15 views

Unity and C# - Lighting concentrated on floor with RenderSettings? How to get even lighting on all objects?

I am just getting into lighting with Unity 3d and right now have a function that progressively deepens the lighting of my scene here. I have done this via Render Settings and have tried 3 different ...
1
vote
0answers
27 views

Light intensity on plain from angle

Given a vector (v) for the direction of light and a vector (n) for the normal of a plain. How can I calculate a rudimentary intensity value (i) where When (v) points at (n) directly/face on (i) = 1....
0
votes
0answers
30 views

Low intensity of projector in dark enviornments

I am using light Projector as Headlight for player bike....The thing happening is the intensity of projector reduces in dark environment whereas in normal sunny day projector brightness is proper ,. ...
0
votes
0answers
29 views

Unity Lens Flare disappears at edge of screen?

I'm using a Lens Flare component to represent the sun in a 2D game. When the sun rotates onto or off of the screen, I noticed that the flare effect disappears. Basically, once the center of the sprite ...
5
votes
0answers
57 views

Spherical Area Lights do not match reference

So I'm adding spherical area lights to my application, and comparing my results with mitsuba, I am getting some differences (left is my approach, right is mitsuba - a pathtraced reference): What I ...
0
votes
0answers
60 views

Why does my Point light turn off if Player walks in any direction in Unity 2D?

My 2D Sprite has a material, Sprite diffuse attached to it. Now when I set up a light, it works but if I play the Game and walk, the light turns off immediately and the Player turns black. The ...
4
votes
0answers
75 views

Irradiance Map ( Irradiance environment map)?

As irradiance map is generated for every possible normal for all the texels in environment map (as every texel act as a light source) so that we can look up irradiance map, based on normal of fragment ...
1
vote
2answers
57 views

OpenGL strange color issue

I recently made terrain generation for my game, and I created a lighting system (simply diffuse lignting), but there's a strange problem around the edges. I know, OpenGL interpolates the different ...
2
votes
2answers
151 views

Box2DLights in libGDX - Bad quality of the light gradient on Android

I am facing a problem while porting one of my libGDX project from desktop to Android : My game uses Box2DLights. While the light effect look very fancy on the desktop version of the game, it looks ...
1
vote
0answers
121 views

Unity: Build looks different then gameview: runtime reflection probes not working correctly

Im having a really hard time figuring out how to configure my reflection probes to update in runtime once I build. The game port view looks totally different than the build view. Ive tried turning off ...
3
votes
2answers
120 views

Make a light only affect one object

I'm wondering if it's possible to make a light source only affect one object? I know that it's possible to use layers and culling mask, but then I would need one layer for every single object which is ...
3
votes
1answer
62 views

What causes regions of improperly-lit terrain when my pixel light count is below 4?

My Unity3d game has a strange bug where if you have the pixel light count set below 4, these strange boxes appear on the terrain. Because this game is going to be for mobile, if I set the pixel light ...
8
votes
2answers
172 views

Why is the distance from object to eye irrelevant in illumination models?

For example in Phong model and Blinn model, the light intensity does not change depending on how far away the camera is. Why is that?
1
vote
1answer
42 views

Doubts with results of per-vertex lighting shader

I'm researching simple shaders to add to my DirectX 11 project such as a per-vertex diffuse shader plus specular reflection component. I'll begin with the results: Seems specular reflection is ...
1
vote
1answer
82 views

How can I achieve a flickering torch/candle effect in 2D?

I'm currently working on a 2D lighting system that has point lights effectively rendered as a quad in a top-down 2D view, something like this for each light: I'd like to achieve a somewhat ...
0
votes
0answers
106 views

Light only passes through static mesh when selected - Unreal Engine 4

I just started working with UE4 and this issue has been bothering me for a couple of nights now. There are two questions regarding this problem on Unreal AnswerHub, but none of them offers a solution. ...
1
vote
1answer
125 views

How to create realism similar to scenes rendered in Vray?

I am tasked to make a game which requires very realistic interior scenes. Unity's bedroom demo(http://blogs.unity3d.com/2015/11/10/bedroom-demo-archviz-with-ssrr/) really caught my eye. See I know how ...
1
vote
2answers
83 views

Achieve a red lighning effect in unity for a 2d game

Effect that im refering to: http://youtu.be/jaBY83WvS3M#t=05m36s How could I achieve this kind of red lightning/flashing/shadowy effect in Unity3D for a 2D game? I'm trying to think of a way but I'm ...
0
votes
0answers
72 views

2d Lighting over Sprites in C#

I am currently working under a project , a small application where i have to implement 2d lighting . For example , in the GDI+ canvas , a image will be drawn and i will have to put a lighting effect ...
-2
votes
2answers
109 views

How do I properly combine the colors of different lights?

Let's say I have 4 light colors: (0.6,0.0,0.0), (0.0,0.6,0.0), (0.1,0.1,0.1), (0.1,0.1,0.1) And now I want to combine them properly. I can't add them together, because if I add for example 3rd ...
0
votes
0answers
91 views

Weird squares everywhere

So in unity I have some weird squares on surfaces of certain objects, which are buildings represented by planes: I don't know what causes it, I tried changing some settings in lighting and material,...
0
votes
0answers
72 views

How to darken certain parts of my scene, Unity3D

I'm trying to darken certain parts of my Unity3D scene (an enclosed room to be specific). I've tried researching this, but couldn't find anything. I've read that using Lightmapping and Light Probes ...
3
votes
1answer
75 views

2D deferred lighting calculations not working

I have the following code for my HLSL pixel shader. Modified from another post here on GameDev (Link), but I have a few problems with it: // calculate UV and get texture and normal. float2 UV = Input....
0
votes
1answer
36 views

SVD vs Normal decomposition for BRDF compression

In the slides over here by NVidia, they describe methods for BRDF compression. They first create a BRDF matrix where each column(or row) corresponds to a single light direction (or outgoing view ...
4
votes
1answer
53 views

Ray tracing - BRDF using Cornell measured spectral data

I wrote a ray tracer that implements various BRDF models (Oren Nayar, Lamber, Torrance Sparrow and so on). Now I'm trying to implement a BRDF from measured data. I choose the Cornell database data ...
6
votes
3answers
1k views

Where to cast light/shadows in a 2.5D view?

I'm working on a tile-based 2D pseudo top-down/side-on game very much in the graphical style of Prison Archiect. More specifically, I'm referencing their style of drawing wall tiles where you can see ...
2
votes
0answers
87 views

Would this 2D Lighting and Shadows implementation work? [closed]

I'm writing a top-down 2D tile-based game and I'm trying to decide on how to implement lighting and shadows. The game will have a large number of light sources, some static and some moving around the ...
1
vote
1answer
68 views

OpenGL ES 2.0 facet lighting

I am trying to figure out if there is a way to achieve facet lighting in OpenGL ES 2.0 without extensions. I know it is possible if I don't used indexed vertices but I don't really want to do that ...
2
votes
2answers
294 views

What is the difference between PBR and SSR

I am very new to game development and I have been trying to understand the difference between Screen Space Reflection and Physically Based Rendering. I have read about PBR, and from what I understand,...
0
votes
1answer
34 views

Lights appear when run in the player although Editor playmode seems to be dark enough [Unity 5]

I've removed all the lights in my scene and the ambient lighting. It works fine in the editor play mode but when I run it on my Android or as a standalone player a light source appears. The light ...
2
votes
1answer
213 views

How can I make a ball glow and cast light?

I want to make my ball glow and cast light on other objects in the scene. The scene is generated at run time so I believe baking is out of the question. Emission materials work only when the object ...