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  • // Pixel lights // Pixel lights with 0 light textures
    12 KB (1,380 words) - 21:56, 17 January 2012
  • ..., which means that if you set Ambient light to be white, and have no other lights in your scene, the terrain (or whatever else you use this on) will show up
    4 KB (441 words) - 21:56, 17 January 2012
  • *[[Cg_Shader_Patterns]] - Multiple Pixel Lights *[[Earth/Planet]] - A shader for the Earth (and other planets) with nighttime lights, elevation, subtle atmosphere, and other features.
    13 KB (1,831 words) - 10:08, 3 August 2016
  • // Vertex lights // Pixel lights
    9 KB (918 words) - 21:56, 17 January 2012
  • *[[SelectAllLights]] - This sets the current selection to be all the lights in your scene.
    4 KB (623 words) - 22:54, 31 January 2014
  • ...th them. However, using the Quality Manager to adjust the number of pixel lights rendered for each quality level is a great way to provide ample performance ...ts you have and see which ones are important and see if you can reduce the lights while keeping the effect similar enough.
    11 KB (1,810 words) - 22:19, 12 April 2013
  • [[Category: Lights]] This editor script sets the current selection to all the lights in your scene.
    935 B (105 words) - 20:45, 10 January 2012
  • === Set up the lights === *Now it's time to set up some lights. One light should already exist in the scene by default so lets add another
    8 KB (1,344 words) - 19:26, 19 October 2009
  • ...g the meshes / textures. Don't put them in a huge scene with lots of point lights. It'll look weird.
    2 KB (306 words) - 12:45, 27 October 2006
  • // Vertex lights // Pixel lights
    4 KB (404 words) - 21:56, 17 January 2012
  • ...ng precomputed in per-vertex colors. Note: this shader does not respond to lights at all; all illumination is expected to be stored in vertex colors.
    1 KB (123 words) - 21:56, 17 January 2012
  • // Vertex lights // Pixel lights
    3 KB (377 words) - 21:56, 17 January 2012
  • [[Category: Lights]]
    2 KB (158 words) - 20:45, 10 January 2012
  • ...re exporting as fbx or ma, remove all Modo-specific items such as cameras, lights, and texture locators as they only end up as empty game objects in Unity an
    5 KB (787 words) - 11:23, 24 April 2013
  • ...vertex colors instead of a separate lightmap texture. Any additional Unity lights add on top of baked lighting.
    2 KB (140 words) - 07:12, 7 March 2012
  • // Vertex lights // Pixel lights
    10 KB (1,219 words) - 23:14, 19 January 2013
  • ...m lighting happens only in the ambient pass; that means if you have vertex lights in your scene, there will be no rim lighting. // lights in the scene, then standard vertex lighting will be used instead,
    12 KB (1,480 words) - 21:56, 17 January 2012
  • On the crosswalk export options panel turn off Camera and Lights
    3 KB (450 words) - 00:35, 15 October 2011
  • // Optionally disable pixel lights for reflection
    12 KB (1,256 words) - 14:15, 24 April 2016
  • // Vertex lights // Pixel lights
    4 KB (515 words) - 21:56, 17 January 2012

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