All Questions
25 questions
2
votes
0
answers
21
views
How to feed lightmap in GPU instanced meshes in Unity?
Unity's documentation state that GPU Instancing supports baked lighting:
Since Unity 2018.1, Global Illumination (GI) rendering is supported by GPU Instancing in the form of light probes, occlusion ...
0
votes
0
answers
44
views
1
vote
1
answer
128
views
Can somebody please explain why my illumination is inconsistent?
100% not a graphics guy here.
Problem Demonstration.
Randomly discovered this when showing the project to a friend after not touching it for over a month (been working on other stuffs). First I ...
3
votes
0
answers
91
views
Smooth self shadow on dense foliage
I don't know how to achieve or research smooth lighting on foliage, like in this screenshot of theHunter: Call of the Wild.
The grass is translucent, but blocks light smoothly when it's tall and ...
1
vote
1
answer
174
views
Why do asymmetric specular highlights appear in a scene with only ambient lighting in Unity?
I have a scene in Unity (2019.3.0f3 Personal) using the High-Definition Render Pipeline. There are no lights in the scene, and Baked Global Illumination is disabled. The skybox is a ...
2
votes
1
answer
3k
views
Strange realtime shadows in Unity3D
I'm trying to do realtime lighting, and my shadows are acting very strange. When I project a spotlight out from the camera (like a flashlight in a first person game) my shadows show up as 3D skews of ...
0
votes
1
answer
162
views
Omnidirectional Faded Soft Shadows
I'm doing research to implement a shadow algorithm for omnidirectional soft shadows in a real-time 3D renderer. I've read about PCF but to me it doesn't look very realistic since it doesn't "fade" ...
1
vote
0
answers
132
views
How to mitigate this strange pattern shown in Phong lighting?
I am creating an entire lighting scene in OpenGL. The entire scene consist of only one point light. I noticed some strange z-fighting like pattern. This flickers when I move the camera.
Can anyone ...
0
votes
1
answer
345
views
BRDF Incorrect specular highlights
I'm currently attempting to implement BRDF lighting, and am hitting a bit of a snag with my specular term - the specular highlights aren't rendering correctly.
To make things simple, I'm using a ...
4
votes
1
answer
978
views
Physically based shading - ambient/indirect lighting
I implemented a physically based path tracer after studying PBRT by M. Pharr and G. Humphreys. Now I'm trying to apply physically based rendering to real time graphics using OpenGL.
I want to start ...
4
votes
2
answers
4k
views
Java 2D Lighting
Edit- ive noticed that the issue is caused when drawing to a bufferedimage
I've been struggling to create 2D lighting in my 2D sandbox game. I've been reading through multiple threads and have tried ...
3
votes
1
answer
2k
views
PBR How to correcly use standard lighting and IBL
I'm creating a physically based renderer but I am a bit confused on how to put together standard lighting with IBL, since like I'm doing now I think it's wrong.
Right now, for each light, I evaluate ...
11
votes
1
answer
1k
views
How can I implement lights & shadows in a multi-layer 2d tilemap?
I am in the process of writing an isometric game from scratch, and I'd like to know how/if I can add lights and shadows.
The code I have so far can be found here, but it should be enough to know that ...
9
votes
1
answer
2k
views
What is a lobe, in reference to lighting and graphics
I sometimes see references to lobes when talking about lighting, especially with specular lighting, but also with spherical harmonics which doesn't do specular.
Can anyone explain what exactly a lobe ...
0
votes
0
answers
200
views
Phong shading blows out things close to white [OpenGL]; is there a way around this?
I'm doing per-pixel lighting using the Phong shading model.
In pseudo code this looks like:
...
3
votes
1
answer
8k
views
What causes this graphics quality difference between WebGL Build and Unity 5 Editor?
The Editor version and WebGL version of my Minesweeper clone have some graphics quality differences. I chose 'Fast' option when building this deployment.
Is this the difference between 'Fast' and '...
0
votes
1
answer
585
views
Normal Mapping issue
The first image shows a spotlight shining correctly on the floor.
The second image shows the same spotlight but rotated 180 degrees.
The first is correct, the second is not.
The third image shows ...
0
votes
1
answer
582
views
Specular light flickering with high specular power
I'm having some issues with specular lights, to be more specific, the specular color seems to be flickering when I set high power, like 512 (I set the specular color to green, so you can see better):
...
2
votes
2
answers
2k
views
Surface shader with VertexLit causes black object
I wrote the simplest possible surface shader:
...
6
votes
1
answer
2k
views
Reducing Spherical Harmonic Ringing
I've generated some 2nd order SH light-probes from cube-maps in my scene and I was surprised how strong artifacts are around the back of the dominant lights. I switched to a Lambert source plus ...
3
votes
1
answer
2k
views
Are ambient, diffuse and specular light or material properties?
Are ambient, diffuse and specular properties of light or material?
I am doing ray casting in OpenGL, I've managed to create lit sphere using formula
I = L Ka + L Kd (n . l) + L Ks (r . v)^n
but I ...
3
votes
1
answer
5k
views
Compute Shader Memory Sharing
Ok guys I have had some pretty good success on this site but I feel that this is a pretty complex question.
I am trying to do tile based deferred lighting using DirectX 11 and the compute shader. ...
4
votes
1
answer
2k
views
2D Software Lighting Issues in Java
I'm creating a 2D top-down tiled game in pure Java and by now I'm trying to implement a way to do lighting.
First, some details on how I render: there is a screen class which handles all the ...
1
vote
1
answer
365
views
How do I make light objects in XNA?
Here's my dilemma : I want to have light sources placeable by the player, in terms of lanterns.
I know the best way to do this is to use pixel shaders, which I have done a lot of research and use on,...
8
votes
4
answers
13k
views
How do I fix this weird lighting problem?
I'm making a small game in Unity, and some models are displaying very ugly shading. The shading usually looks funky along the edges between triangles. I'm pretty new to working in 3D; I bet this is ...