Self Study 5 -- Lighting and Shadergraph
This week started with following the Brackeys tutorial on baked lighting (https://www.youtube.com/watch?v=VnG2gOKV9dw), and their tutorial on the basics of shadergraph (https://www.youtube.com/watch?v=Ar9eIn4z6XE). The scene below shows the health pack asset from previous tutorials lit by two objectives that have an emissive material applied. I also wanted to attempt an outline shader, and after some research the method in this video worked best (http://www.youtube.com/watch?v=JCXYR_5vhNc). This outline shader does not work well on some more complex shapes, especially when the model has large concave areas, but for simple objects like in the scene below it works well.
Finally having used shadergraph, I can see the potential and would like to do more with it in the future. I started working on a black and white shader that could be used in the upcoming assignment, but the exact way such a feature would function has not been decided.
When working on the real time lighting in the scene from previous tutorials, getting the assets to behave as expected with the light maps proved challenging. I wanted to make the pillars of light appear in the same lighting as they do at the waterfront itself, and after a lot of tinkering, the before and after can be seen below. Several post processing effects are also used, most notably bloom.
One feature that I felt some interesting lighting was needed was the tunnel. After tinkering with various lighting options, a red siren light was settled on. The light itself is a emissive cylinder with several rotating real time spotlights attached. This approach has no right being as effective as it is for how simple it was to implement.
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