Context: I'm building for Web GL via LWRP and can only use a single real time light without lots of flickering issues.
Goal: After my bake pass I am trying to add a bit of a highlight that will pick up things like the metallic/roughness reflections and bounce extra light into dark places that need to be seen and accessed.
The Problem: My issue is that the area I am trying to support with the point light is a long rectangular space so I am losing a lot of the light in the corners and over exposing the center regions. I essentially need the ability to widen the light like the image seen below so I can have a more balanced look.
(This is a screenshot from Unreal, same effect can be created in Marmoset 3)
Is there a way to do this in unity without a third party plugin or a having to program my own point light?
Replies
The area light in unity is baked only so no spec highlights there
edit: After re-reading I guess you may be saying the UE4 light wouldn’t even help with that, it would only show up wide in the standard radius of reflections. Ooof. Problem easily solved using multiple lights to highlight, if only I wasnt building for web GL haha