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This is a post by @OrangePixel for one way to make efficient lightning with Libgdx. It describes a simple technique. You can put alpha blended Dot above the map and make it seem like a lightning effect. The article is interesting and all the thanks go to the author! http://techblog.orangepixel.net/2015/07/shine-a-light-on-it/


The skydome material's shader should be set to Unlit/Texture to ignore the lighting.


Have you consider using chunk of pixel in your second point to get better performance? If you search for a different aproach you can investigate Cellular automaton , starting from lights chunk for each neighbour lite them according to distance and material repeat for its neighbours ...


Other then the particale system and halo effects Vadim mentioned you could create your own shader effect. There is some introduction to shaders for Unity and the possibilities are endless.


Try using a Particle System and a halo effect. You could also add a light to the star and have a bloom effect on your camera.


I found the solution, so I think I should write here for other ones later. First I download the source code of box2dlights. Then open BaseLight.java and find "segments" member variable. This variable contains all information about what I was finding. This code below is just for debugging purpose: rayHandler.setCombinedMatrix(camera.combined); ...


The equation is a consequence of the symmetry of the reflection of the light about the normal: We know from the law of reflection that the angle between R and N is the same as the one between L and N. Therefore it's also clear that: R•N = L•N (assume all are unit vectors) From symmetry, it's also evident that R - (R•N)N = - (L - (L•N)N) Now we can ...


It's part of the global illumination that will be set up by default for all your objects to receive ambient/reflections from the skybox. Click the Window -> lighting. I won't go into detail as the official tutorial will explain everything: https://unity3d.com/learn/tutorials/modules/beginner/unity-5/unity5-lighting-overview Cheers.


It's a peak in a function defined in polar or spherical coordinates. If we look at the function y = cos(x) in rectangular coordinates, it looks like a wave, with peaks at 0 and 2pi: If we look at the function r = cos(theta) + 1 in polar coordinates, it looks like a bulge, or "lobe" that's greatest at 0: (Images above via Wolfram MathWorld) The same ...

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