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A question about a possible hack for lack of realtime GI spotlight shadows

Discussion in 'Global Illumination' started by sleepCircle, Jun 29, 2015.

  1. sleepCircle

    sleepCircle

    Joined:
    Jun 6, 2015
    Posts:
    6
    I hope a Unity support member can shed some light on this: what exactly are the mechanics of realtime gi spotlights shining through objects in Unity?

    I may be way off here, but from what I've seen, it almost seems like the spotlight has its own 'cone of illumination' that gets registered in Enlighten. Like what shines through a wall onto another wall looks less like bounce lighting and more like an uninterrupted continuation of the spotlight cone.

    From my point of view as an end user, it looks like Enlighten and Unity handle the same light once each—as if Unity's process for the spotlight's lighting and buffer shadow (I assume the spotlights are using depth buffers, right?) are different from the process that Enlighten uses to introduce lighting into its system, that the lighting is calculated with a different series of equations from the standard Unity, and that the direct lighting has the GI added over top.

    Am I close to right? Because if so, that gives me an interesting idea for a hack I might be able to use to rectify, if nothing else, then at least the shadows of a low number of spotlights, (depending on how expensive the hack would be to implement)

    If I AM right, then how does Enlighten calculate its spotlight shape, or the bounds of any of the lights you give it. It might not be necessary for the hack to work, but is it a 3d volume or any type of geometry, by any chance?
     
    Last edited: Jun 29, 2015