#3D Environment with lighting based on current tile position?

1 messages · Page 1 of 1 (latest)

elfin sonnet
#

In making a 3D first person dungeon crawler, I'm wondering if it's possible to vaguely emulate Shin Megami Tensei 2's first person style in 3D. As seen in the image, the area away are darker, and as you move, the "lit up" tile becomes the one that seems to emit light. It's important that the light doesn't gradually change, but rather has jumps in levels of luminosity

My initial idea to approach this was making it so the environment materials had a (fairly simple) cel-shader that lit them based on a global gradient, and then attached an omnilight to the character, but this looked bad and global shader variables in general seem to be very buggy. Does anyone have a better idea on how to approach this?

craggy dragon
#

If you want to stay in palette, you either have to just recolor the sprites in each light level, or you create a palette recolor shader, which can be a bit more involved

elfin sonnet
#

just a simple change in lightness/darkness and maybe saturation would be what i am looking for