#Getting that souls like light effect around my player for the dark areas

1 messages · Page 1 of 1 (latest)

hasty fox
#

I want to achieve that souls like effect where when your player goes in dark areas without a light source like a cave or something, the immediate surrounding area around the player is dimly lit. But I can't achieve that and want to know how do I achieve that

I tried adding the point light on my player and set the rendering layer to affect everything except the player itself, set the range to 10 units but my issue is intensity.. if I keep intensity too low nothing gets lit, if I keep intensity too high the things around my player are wayy too bright while are further is just dimly lit. Not to mention if I go near a plant or something that gets bright like a star when I do this approach

How do I achieve this

turbid junco
hasty fox
#

Any way to achieve that in URP?

turbid junco
#

You might be able to achieve it, but it's probably not gonna be easy. It might require adjusting the lighting model.

#

If using forward rendering path, you might be able to do this by implementing this exposure logic in your shaders.

hasty fox
#

I am using forward+ rendering but not sure how I would go about implementing exposure logic in shaders as I haven't delved into them much

turbid junco
#

Well, it's not simple. Especially if you don't know much about shaders.

A simpler approach might be to bump up the ambient/env light. Potentially dynamically when entering the cave.

hasty fox
#

I see, thank you so much for the directions! Felt so lost these days notlikethis

normal atlas
#

I think this is related to "realistic" inverse square lighting falloff

#

Because light sources are mathematically singular points, and there's no limit how close other objects can get to them, means something passing through the light will momentarily reflect light in crazy high proportion

#

HDRP can solve the contact issue with an increased light source size/diameter

#

Older games even with such punctual light sources tended to use linear or quadratic light falloff which are a lot smoother so they don't have to be so intense to illuminate surroundings