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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/


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


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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 ...


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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.


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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.


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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); ...


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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 ...


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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.


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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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