#Pixelated Lighting Shader
1 messages · Page 1 of 1 (latest)
Pixelate it how, precisely?
The lighting on all surfaces should be pixelated to the same resolution as the base texture. Usually 32px/m for environment textures
Does that make sense?
This is probably what you're looking for
https://discussions.unity.com/t/the-quest-for-efficient-per-texel-lighting/700574/
I see - this looks like a total nightmare, I'm not going to lie
I do have one other idea - is there a way to have vertex lighting, but without manually subdividing all the meshes? It could just automatically treat the mesh as subdivided every meter?
How does vertex lighting relate to subdividing?
if i put the cube on the left into the scene, it will be lit as though it was the cube on the right
vertex lighting an object as if it is more subdivided than it actually is
It would have to be something much different than vertex lighting technically I think
ok, that's alright
i'll try to do the per-texel lighting and if i can't figure it out then back to normal and evil vertex lighting
thank you for that link btw! appreciate it
What's the nightmare btw?
i'm just very new to shaders, i'm working in SRP, and i've never used the shader graph (and kind of don't want to)
"In SRP"?
standard render pipeline
The built-in render pipeline or BiRP you mean
i've seen it referred to as SRP
There is no "standard" but URP is the closest thing to that
SRP refers to "scriptable render pipeline" which is what URP and HDRP are
oh, my mistake
There was an unfortunate period of two months or so years ago when unity's own devs referred to birp as "standard render pipeline" which may have started the confusion that still lingers
Shader Graph may be easier than writing shaders if you're new to it
But if you have to modify an existing BiRP shader it will not help with that, and it won't really help with custom lighting either because its lighting functions are integrated