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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7
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1answer
1k views

How to occlude lights in Unity3D?

First off, I own Unity Pro. I've been looking in to occluding lights when they aren't being viewed for a while now to improve performance. The main methods I ran in to were using BecameVisible() and ...
3
votes
1answer
1k views

Libgdx - IsometricTiledMapRenderer and light shading

I am wondering if there is any way to simulate light shading in Libgdx using an IsometricTiledMapRenderer. Here is my code to draw an isometric map, it's able to be moved around with the mouse and ...
2
votes
1answer
988 views

Has anyone got the Krypton Lighting Engine working in MonoGame for Windows 8?

I've converted the core of the Krypton Lighting Engine so that it's compatible with Windows 8. The trouble I'm having when actually using it is that it can't load the KryptonEffect.xnb file. I'm ...
1
vote
1answer
88 views

Deferred rendering: camera inside point light's sphere of effect

I'm trying out deferred rendering and I'm using the tutorials at http://ogldev.atspace.co.uk. I've got the basics working and I'm currently trying to implement the final step from tutorial 37 ...
1
vote
1answer
361 views

Lighting shadow casting sprites with box2Dlights

I currently have something like this using box2Dlights Ideally, I would like objects casting shadows to be lit, so the object is lit but there is still a shadow cast around it. Right now the object ...
8
votes
0answers
122 views

How can I implement lights & shadows in a multi-layer 2d tilemap?

I am in the process of writing an isometric game from scratch, and I'd like to know how/if I can add lights and shadows. The code I have so far can be found here, but it should be enough to know that ...
2
votes
0answers
115 views

Compute directional light frustum from view furstum points and light direction

I'm working on a friends engine project and my task is to construct a new frustum from the light direction that overlaps the view frustum and possible shadow casters. The project already has a ...
2
votes
0answers
138 views

How to draw a spotlight in 3D

To be clear, I am not talking about the light result (the lit area) but the spotlight itself, like this The two common suggestions that I tried are 2D image and a 3D cone. The problem with the ...
2
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0answers
368 views

Monogame working with Krypton

I am trying to make a simple 2D game engine using Monogame and the Krypton 2.0 lighting engine. So far I have succeeded in rendering a light but I am unable to generate any shadows from any hull's. ...
2
votes
0answers
458 views

Per fragment lighting with OpenGL 4.x tessellated model

I'm experienced with OpenGL 3+. I'm dabbling with tessellation shaders and have now got to a point where I have a nicely tessellated teapot/plane demo (quick look here) As can be seen from the ...
2
votes
0answers
138 views

Light on every model and not in the whole scene

I am using a custom shader and try to pass the effect on my Models like that: foreach (ModelMesh mesh in Model.Meshes) { foreach (ModelMeshPart part in mesh.MeshParts) { ...
1
vote
0answers
12 views

My Directional light lights the floor of my cave but not the ceiling (concave mesh)

I am developing a small demo with Meshes created from a vertex map. When i put a hole in the mesh (making it concave) the physics work fine but the directional lightning only lights one part of the ...
1
vote
0answers
12 views

Is there a way to control the ordering and grouping of ShaderLab Blend command?

I'm writing a shader in Unity that responds to 3 lights: 1 directional and 2 point lights. The point lights are processed in the ForwardAdd pass (once per light). I need the ForwardAdd pass to blend ...
1
vote
0answers
40 views

Simulating sun 3d direction

At the moment I got the following to simulate the suns direction: void Sun::Update() { if (!mIsMoving) return; const auto now = Clock::now(); const auto timeDiff = now - ...
1
vote
0answers
70 views

Create the sun light in a large space simulation

I want to create a space simulation, but I'm facing some difficulties when I try to create a realistic sun. Currently, I've a simple Point Light inside a sphere. But for some reasons, no matter the ...
1
vote
0answers
49 views

Blinn-Phong lighting on Voxel models

I'm creating a game that is going to use voxel models. However I got stuck when I coded my shader using Blinn-Phong algoritm. Here is how it look (Only care about the red model): As you can see ...
1
vote
0answers
80 views

Sprite outline based on light position in UE4

I have simple sprite (for example black box) and I like to add to it outline (red line on example image) but based on light direction. I know UE4 use deffered renderer, so I cant access to lights, but ...
1
vote
0answers
89 views

Smooth seams and banding of overlapping lights in deferred rendering

I have finally managed to get on screen multiple lights with a deferred renderer, but the result is somehow disappointing. In particular I have severe banding problem Other than having clear ...
1
vote
0answers
104 views

Why is my diffuse lighting changing with camera position?

I am trying to do lighting in view space, but I am afraid I have an issue. I calculate the normals as: N = norm_mat * vec4(vert_norm,0.0) where norm_mat is the transpose(inverse(model_view_mat)). ...
1
vote
0answers
131 views

Understanding diffuse lighting in The Division

Here is a screenshot of the main character walking under a bright lamp: His hat, that was originaly dark grey, turns completely white. My question is how can such lightsource do this without making ...
1
vote
0answers
361 views

implementing shadows into my 2D GLSL-based lighting system

I'm writing a lighting system in OPENGL using GLSL shaders, and I'm pretty happy with the light casting I have so far, but I'm totally stuck on casting shadows. Everything I've found online on this ...
1
vote
0answers
34 views

Trouble with Lightmaps When Meshes Intersect

I've been working on making lightmaps for a game on mobile devices (meaning that individual texture sizes cannot exceed 2048 and that file size needs to be as small as possible), but I'm running into ...
1
vote
0answers
136 views

SpotLight in ForwardBase pass using forward rendering

Is there anyway I can force Unity to allow me using a custom shader to render spotlights in a ForwardBase pass (using Forward Rendering Path)? For what I could see since now: Unity use and ...
1
vote
0answers
477 views

Unity : shader that uses mesh.uv to tile texture atlas and mesh.uv2 to tile light atlas

I'm using a texture atlas and a light atlas to tile a mesh. I have the texture atlas working fine. I can apply textures and create a sort of tile map on my coded mesh. At the moment I'm using the ...
1
vote
0answers
63 views

Implementing Light Volume Front Faces

I recently read an article about light indexed deferred rendering from here: http://code.google.com/p/lightindexed-deferredrender/ It explains its ideas in a clear way, but there was one point that ...
1
vote
0answers
298 views

Unity Pro - Shadow rendering issue

I am using Unity Pro 4.2.1f4 and I always have this sort of glitch. This is due to the shadows and the bias. Even with a low bias this is happening. I've found a thread that talks about that ...
1
vote
0answers
470 views

Dynamic 2D soft shadows with concave polygons?

I've implemented dynamic 2D soft shadows from this article on gamedev.net. It uses an image for the penubmra and is fast, physically accurate and looks good in most situations, so I really like the ...
0
votes
0answers
31 views

Unity - Meta pass and Precomputed Realtime GI

I am writing a shader in Unity and I would like to use some special values for the precomputed realtime GI. I am using a vertex fragment shader as it seems that it offers much more controls than a ...
0
votes
0answers
7 views

UDK building light takes a long time

I have been creating a level in UDK and usually bulding lighting takes 10 minutes to build but today i haven't changed anything in the level, now it takes 20+ minutes, why is this happening?
0
votes
0answers
62 views

How to calculate spherical harmonic coefficients for indirect diffuse?

After reading the article "An Efficient Representation for Irradiance Environment Maps", I'm a bit confused as how to calculate the spherical harmonic coefficients. I'd like to generate these ...
0
votes
0answers
42 views

LWJGL OpenGL Spotlight half-showing

Problem: Only half of the light is showing. Lighting Inilization code: glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_DEPTH_TEST); glEnable(GL_NORMALIZE); ...
0
votes
0answers
70 views

Unity 2D: Lighting ground tiles in a sidescroller?

I'm trying to find a good way to tint the ground tiles in my 2D game at sunrise, sunset, etc. I thought it'd be a good idea to use a diffuse material + lighting in order to create effects by ...
0
votes
0answers
28 views

Phong shading blows out things close to white [OpenGL]; is there a way around this?

I'm doing per-pixel lighting using the Phong shading model. In pseudo code this looks like: vec4 ambientColor = light.ambientIntensity * material.diffuse; vec4 diffuseColor = light.diffuseIntensity ...
0
votes
0answers
62 views

OpenGL Diffuse Lighting Issue

I seem to have a problem in my OpenGL scene where if I (the camera) am looking at an plane it's brightness changes depending on what angle I am to the plane. It seems as though the camera is a source ...
0
votes
0answers
30 views

Connect lightsource with object in Libgdx

I want to make an minimalistic highway chase game in LibGDX, but I have a question. Can I attach a source light to an object so gravity will affect the source light, by pulling it down? One solution ...
0
votes
0answers
440 views

Unity 5 Enlighten - How do I make objects look bright?

I've recently started using Unity 5 and have been reading up on their global illumination and physically-based shaders using Enlighten here. Unfortunately, I would seem that the demo project which ...
0
votes
0answers
118 views

2D GLSL Lighting and Sprites

I'm trying to make a 2D game engine, and I really want to support ambient light as well as multiple point lights that you can define the color, intensity, radius, etc from uniforms in glsl shaders. ...
0
votes
0answers
104 views

Fake Lighting 2D Space Java

I have an image that I want to be used as the light. The white are should be drawn, the black should not. I need the light to be tinted to whatever color I pass to the light object. I have code ...
0
votes
0answers
69 views

How can I add sphere falloff to my specular lighting implementation?

I'm using point light in my game and tried to add specular lighting. It looks good but when standing close to wall player can clearly see where lights end. Image from front: Image when near wall: ...
0
votes
0answers
19 views

How to set up lights in Libqglviewer?

I decided to use Libqglviewer and the simple camera example to have a basic camera setup and play with fragment shading. I have not much experience in OpenGL but I have made my way through it. I have ...
0
votes
0answers
143 views

Unity directional light for a day night cycle on a hex sphere

So I am trying to create a Day Night cycle on a sphere but it doesn't work the way I want it to. As the model is hex tiled, you see the edges of the hex tiles also lit up like below. I am using a ...
0
votes
0answers
65 views

Voxel sparse octrees for indirect illumination

I don't understand the use of voxel sparse octrees for indirect illumination calculations. First of all, what exactly is happing? We're rendering the scene as usual with diffuse lighting. In the ...
0
votes
0answers
28 views

How to upload lights when doing one pass per light

Suppose I have a reasonable amount of light sources that I upload at once in my forward rendering and accumulate them in shader. Now that I am willing to move to deferred, and so one pass per light, ...
0
votes
0answers
75 views

Volumetric spotlight

Hy I'm working on the a volumetric spotlight into my engine(DirectX 11). I read quite a lot about it and would like to find a relatively quick solution. ShaderX3's approach dividing the light volume ...
0
votes
0answers
72 views

HLSL Shader Relative Positioning

I've got a shader that does the texturing, lighting, etc. for my game engine (written on top of MonoGame, in case that's relevant) for my block-terrain-based game (everything is rendered as triangles ...
0
votes
0answers
78 views

Implementing Normal Maps with Unreal 4 Flipbooks

I'm new to Unreal 4 and just started using 2D. I have normal maps for my sprite that I'd like to put in so that the sprite responds to light as if all the details were modeled in 3D. How should I do ...
0
votes
0answers
167 views

How to add a flashlight in libgdx?

So I want to add a flashlight to the game when the game starts to get darker which I already have working. I bound a light texture to the batch and the first problem is that for some reason the ...
0
votes
0answers
1k views

Unity 2D - SpotLight and Shadow

I've been having some trouble in the process of creating my 2D game. Here is the thing, i want to create a light source on the top of the screen, blocked by some rocks and letting only go through some ...
0
votes
0answers
134 views

Cast shadow without rendering object

I'm new to UDK, and am using it to develop a survival-horror game based heavily on shadows. My question is short: is there a way to create an actor that, when rendered, ONLY renders its shadow (not ...
0
votes
0answers
142 views

ColorMaterial:AmbientAndDiffuse equivalent for CG\HLSL

I have this shader written on shaderlab, which replaces Ambient and Diffuse values of the material, because I need to tweak vertices colors from the script. Shader "VertexSimple" { Properties ...