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This is one case where it's useful to steal ideas from Hollywood, who have been doing this for decades. Typical hollywood night scene, also related question from Movies.SE The picture above was filmed during the night time, but it's not actually a dark picture. Notice how the actors' faces are very well lit, although the sky is pitch black and ...


2

As nikoliazekter explained, you'd have to calculate the integral over the surface of polygon P. To solve this integral, you'd probably use a numerical approximation. I don't think it is realistic to do this in a real-time application, due to the complexity of this calculation. While solutions might exist for some specific shapes, they don't for polygons P ...


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Code works for me, exactly as presented in the question (after adding the missing #include lines). (Ubuntu 14.10, AMD Radeon HD 5870, running the latest Catalyst drivers) Middle sphere is hit by the spotlight, left and right spheres are not. Whatever your problem is, it's presumably not the code (although I haven't tested this on any devices other than ...


3

Because the default settings on the web player are low and on the unity editor are good. You can go to Edit > Project Settings > Quality, the default settings checkbox is in green light, you can change it in row Default and pressing the dropdown arrow.


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According to some math websites, when the modelMatrix lacks any non-uniform scaling, calling inverse().transpose() on it will produce the exact same matrix. This is slightly incorrect. Let's define N as M.inverse().transpose(). Then N = M is true only if M is a rotation matrix. If M has uniform scaling, the resulting matrix N will be different. ...


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Well, I found how to fix. You have to recreate the project, and then before put all the sprites together, you have to unmark Generate MipMaps and change filter mode to point. Do this without creating a new project(inside of the project already done) didn't worked. Then after replacing all the slices, you put the material with Sprites/Diffuse.


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Treating them like shadows should work fine. -Render the world from the light(s) perspective(s) and record the distance from the light. -Render the world from the camera's point of view, then sample and compare the new distance. -For each pixel, if the world-space pixel-to-light distance is greater than the light-space pixel-to-light distance, the pixel is ...


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You could always write a shader to render objects in one single pass for multiple lights: http://en.wikibooks.org/wiki/Cg_Programming/Unity/Multiple_Lights http://kylehalladay.com/blog/tutorial/bestof/2013/10/13/Multi-Light-Diffuse.html What about shadows? Because they also add more passes, and as I remember correctly dynamic batching won't work on the ...


1

It might be your display honestly. Some displays use less color depth than 32 bpp which can cause banding or flickering. You might consider dithering if you end up with no better option than addressing the banding.


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Looking at the problem further, it just seems to be an issue in darker areas. Adding just a low level of ambient light, such as in the attached image, resolves the issue. Maybe someone else can elaborate on the cause of the problem? I consider the issue resolved for the moment, as I always have some level of ambient lighting present, but further explanation ...



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