#How to make my lighting pixelated

1 messages · Page 1 of 1 (latest)

pure locust
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Currently my lighting has smooth falloff i want it to have a pixelated falloff with defined pixels to match the voxel aesthetic, Ive tried using lighting cookies but they dont seem to change anything for sport and point light sources, any ideas on how to implement this?

snow flicker
pure locust
snow flicker
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Then you can do pixelation with nodes like this, but instead of UV channel, to your world coordinates, assuming your voxels are all aligned onto a world grid

snow flicker
pure locust
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i see and do i just apply the shader material to every object

pure locust
snow flicker
pure locust
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yes

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ok

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ill set it to 6.3

snow flicker
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I would not recommend it

pure locust
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why?

snow flicker
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Not generally anyway
Upgrading between major versions tends to break stuff in a project, and 6.3 has been very buggy so far

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Cyan's custom lighting package supports most versions, and generally is more feature complete and better documented than the official templates and examples

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So 6.3 is not necessary

pure locust
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ah i see , tbh i will need to upgrade anyway cause its currently on unty 6 with the privacy issue so ill wait till a stable lts is released tbh

pure locust
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the one with the security issue that forced everyone to switch their original projects

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6000.0.50f1

snow flicker
pure locust
snow flicker
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Downgrading patch versions is typically okay too
But downgrading major versions is rather guaranteed to break things
Big changes should be done with backups / version control software

snow flicker
# pure locust if i would prefer to not use the package is there any other way to implement thi...

The templates are available in sample form via the package manager for 6.0, but that version of the custom lighting node example is very barebones and doesn't include every type of lighting a Lit shader would have (iirc Shader Graph>Samples>Feature Examples)
You could also just do by yourself what Cyan's package does
It's nothing special besides code from URP source repackaged into subgraphs, which in turn is not technically different from what the official template has
Both of them simply save you the trouble of finding and using the functions that already are there, so I wonder why reject any of the options outright