Search Unity

  1. Good news ✨ We have more Unite Now videos available for you to watch on-demand! Come check them out and ask our experts any questions!
    Dismiss Notice
  2. Ever participated in one our Game Jams? Want pointers on your project? Our Evangelists will be available on Friday to give feedback. Come share your games with us!
    Dismiss Notice

Why we can't just let per pixel lighting unlimited?

Discussion in 'General Graphics' started by RxGian, Jul 7, 2019.

  1. RxGian

    RxGian

    Joined:
    Mar 21, 2018
    Posts:
    78
    I have simple project, which is too dependents of pixel lighting for gameplay, it's third person shooter with horror atmosphere. My concept of making this game is "Whatever is not reachable by light, is not visible" The point is that I use lighting as an element of horror, where the enemy will surprise the player from darkness. (I wrote this by using translator, sorry if kinda weird)

    I figured out I must set pixel lighting count limit so when I go to low setting, it breaks the dark area because Vertex lighting looks so different (I know the reason). I saw many games had many-many pixel lighting (gta, outlast, resident evil 5/6/7 and so on), is pixel lighting consumes many performance? we can see many realtime shadows, we can do many shaders manipulation on every frame we saw. but why we can't do with lighting? CMIIW
     
  2. RxGian

    RxGian

    Joined:
    Mar 21, 2018
    Posts:
    78
    Nothing, I found my solution is use deferred lighting
     
unityunity