I am making a 2d game in the perspective of Terraria/Starbound. I want the lighting to look similar to this:
Ive tried to get lighting like this by adding a material on all the sprites in my game and then giving them a sprite diffuse shader. Then I made a point light wherever I needed light. There where two problems with this though: 1) Where the light was most intense, it was draining the color of a sprite and made it lighter. 2) I noticed a big FPS drop (And I only had 1 point light!).
Is there any way of achieving lighting like this without having to write my own lighting engine? Ive search the asset store and Ive searched to see if unity has any way of handing 2D lighting from this angle but I have found nothing.
If I do have to write my own lighting engine, would that be to complex for someone who is relatively new to unity and has only had ~ 8 months experience?
Assume you are using tile map.
You need to have a field of view map, which can be achieved by reading this: http://www.redblobgames.com/articles/visibility/
Using such map, you know exactly the color tinting for each tile. Now, just blend the color to the SpriteRenderer of every tile on the map.
Somebody already created a line of sight plugin:
http://forum.unity3d.com/threads/light-of-sight-2d-dynamic-lighting-open-source.295968/
Here's my hacky solution on GitHub
There's 2 cameras.
Empty tiles on the tilemap are filled in with white blocks (only one camera renders this)
A gaussian blur is applied to the camera rendering the white blocks
Then, blend the two cameras, darkening everything not covered by the white blur.
You can adjust the "light" penetration by changing the white tile's sprite's Pixels Per Unit.
Related
Im trying to copy this fire system https://realtimevfx.com/t/sketch-10-jordanov/4273/7 the smoke here especially:
https://www.youtube.com/watch?time_continue=2&v=Wwj3Y6ieTlI
So far not much luck, mainly because when I try to emulate the smoke by setting the material to a fade alpha, or even cutout alpha, the overlapping particles become this:
See, they overlap instead of being a solid stream. Is this not possible in Unity?
There's a few possibilities for this.
The texture you're using for your particle has the color fading to black on the RGB channels, instead of being pure white or blue and only having the alpha channel contain the circle pattern.
The shader being used is "pre-multiplying" the color by the alpha, giving a darker look around semitransparent overlaps.
The particles are being lit and thus differences in position can result in differences in lighting, breaking color/shading continuity.
If you use a Unity "Unlit" particle shader, there should be no visible overlaps, assuming you don't have the first issue. I'd recommend trying some of the other shader options available in the Particle section and Mobile>Particle section.
I am new to writing shaders. I want to use a texture for 6-sided skybox in unity and I want that texture to be repeated several times also called tiling.
But the default 6-sided skybox shader in unity doesn't have tiling option. Can anyone write a custom shader for 6-sided skybox in unity which has option to tile textures? I also want an option to apply a color tint on the texture if possible. Thanks in advance.
Tiling can be achieved by multiplying texcoord by the number of tiles you want. Or in Surface shader it's uv_YourTex (likely MainTex) instead of texcoord. Writing from a phone so can't post an example, but it's really just one multiplication.
I don't know your specific scenario, but I needed to get more detailed sky with not very detailed texture and instead of UV I used view direction to sample a texture. It made it look like clouds in the distance are further away + clouds can move as you move . It's in this asset.
View direction sampling will not help if you are trying to make space though, which seams to be the case.
Also IMHO tiling on the skybox might be too visible.
I'm struggling with an issue that might seem a little bit awkward.
I have some black & white 2d animation (1440x1080px) that I'd like to be played in in a 3d environment in unity3d. Therefor I added a video player to a plane. Now comes the tricky part: I want to make the black areas of the video transparent while the white areas remain visible AND the white areas shall cast shadows on the surrounding. Using the particles shader "additive" does half of the job. But I just can't manage to let the video cast a shadow.
If it worked you would get some 2d "antagonist" (you can't interact with) that looks kind of 3d. Alternatively you could interprete it as some half materialzed holograph that casts shadows.
Is there any (simple) solution I just don't know?
Here some schematic drawing of what I would like to achieve, for better understanding.
The problem right now is: In contrast to my drawing, the desired shadow on the wall doesn't appear... :-/
So, I did never try this but you can maybe add a light in the scene just in front of the video player, that way the light will cast shadows.
How do I create this lighting effect in HaxeFlixel or Unity ?
I will tell you how it was created in this specific case. This question is very broad and there are very many ways to create lighting effects in both Unity and HaxeFlixel.
The image is of the game Beneath the City by Deepnight, accessible on his website. The game uses haxe although not with HaxeFlixel. It's deepnight's personal engine that works with the flash target. The source code is available here. The class where lighting takes place is in src/Level.hx and more specifically in the renderLights method. From what I gather, a light layer is layered above the sprites of the level. This layer (or bitmap data) has lights drawn as rectangles on it. This layer is then blurred, so that the lights don't appear as solid rectangles, but as faded blurs of spreading light. This takes place with flash blur filters. Blend modes are used to make the light Add in luminosity. A dark mask is then layered above the blur layer, presumably to prevent light in certain locations, such as in the fog of the game. (?). This all takes place between lines 208 and 248.
This game truly does have gorgous visuals, but the lighting goes beyond the initial blurred lights. Particles float around in the game that really add to the lightings aesthetic.
This is all how he does it though. How you do it is up to you. For HaxeFlixel, I would first consider alternatives such as this geometric lighting or this method of applying lighting to scenes, which looks closer to screenshot or even a very simple circle based lighting alternative. Searching Unity 2D lighting brings up plenty of options.
You've got plenty of options on how to approach the issue. I didn't answer this with a direct tutorial because the question isn't at the code level.
I am making a 2D tile-based game in Unity.
I have a tile mesh implemented roughly along the lines of this wiki entry. Full source code is available at PasteBin. When I look at my graphic (image file) it is precisely the same color as I see in the scene view; however, when I start the game, the mesh is darkened. I notice that when I change the Ambient Light color, it does resolve the issue (sort of): it changes the brightness, but if I set it to pure white, then the colors are too bright (see here). Furthermore, when I have regular GameObjects (such as the brick you see in the second image) they are not affected by this Light setting. I don't understand why the mesh is. Is there a prescribed way to make it totally WYSIWYG? The tileset I am using is here.
Try changing the shader on the material of the renderer to Unlit/Texture or Transparent/Unlit - if you need transparency.