thanks, the maths is really "weird" especially getting the light and view directions for the pixel shader (screen space) and a different light direction for the vertex shader (view space) as the lighting and normals come in two parts.... one for the overall clump of points handled in vertex shader and then each billboard…
added some phong specular lighting to a normal mapped camera facing shader. the top and bottom spheres are actual spheres for reference all the others are just quads which in reality looks like... though enlarged somewhat. something a bit more subtle... probably not that subtle :) without the phong spec....
I implemented some hacky dynamic indirect lighting using a "many lights" technique. Im currently using Unitys default deferred lights so its still slower than it should be. I will probably make a special post process for really cheap lights.
Thanks. Yep, all the ambient light comes from the light volumes. Rough light maps are generated initially and used when rendering the volumes but they're discarded once that's done.
Yeah it's worth trying in a production configuration to see if it's suitable. @Dickie Nice Wind Waker style lights ! You could also used command buffers and deferred rendering to inject your lights inside the lighting buffer.
At that resolution (1200x700 or something) it runs at about 50-60 fps in high quality mode on a gtx 660. There is still quite a bit of optimization to do. A lot of the slowness right now is the unoptimal way the lights point of view is rendered to inject the direct lighting into the volume. I also want to implement a…
Just been playing around and fixing some lighting issues. Implemented Blinn-Phong specular lighting with fresnel (sans exponent control at the moment). Put light attenuation from linear to an inverse square setup. Next step is to implement Torrance-Sparrow and ward I'm thinking. Below are a couple shots of a cube with…
Im pretty sure Frostbite is using Enlighten which is a static solution which requires precalculated data. Light Propagation Volumes is what Cryengine 3 uses. Its less accurate than the way Enlighten works, but it doesnt require any precalculated data (although I am using precalculated indirect light occluders which can…
that looks fanatstic! So is it purely lit by lighting volumes, or a combination of lightmaps for static geo and lighting volumes for dynamic objects? I'm pretty impressed with the ambient specular you're getting :).