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  • // Vertex lights // Pixel lights
    4 KB (515 words) - 21:56, 17 January 2012
  • // Vertex lights // Pixel lights
    8 KB (875 words) - 21:56, 17 January 2012
  • ...vertex colors instead of a separate lightmap texture. Any additional Unity lights add on top of baked lighting. // This pass is drawn when there are vertex-lit lights. This is just standard
    2 KB (250 words) - 21:56, 17 January 2012
  • ...rient following the cubemap. It must be a pixel light, because only pixel lights can cast shadows.
    2 KB (325 words) - 21:56, 17 January 2012
  • A simple light mapper for Unity, that tries to match Unitys point lights The light mapper only supports point lights and while it doesn't match them completely it's usually a fairly good appro
    15 KB (1,747 words) - 20:45, 10 January 2012
  • The light mapper supports both point, spot and directional lights and while it doesn't match them completely it's usually a fairly good appro //Find all lights
    18 KB (2,120 words) - 20:45, 10 January 2012
  • // xyz = position, w = 1 for point/spot lights // xyz = direction, w = 0 for directional lights
    8 KB (991 words) - 09:18, 6 February 2013
  • ...resolutions than 2048px. Additionally it does not compute any coloring of lights. So we will have use some workaround to create our lightmap:
    54 KB (8,866 words) - 23:14, 14 October 2012
  • ...ust textures your model with a single map, exactly how you painted it. No lights, no tinting; it's your job to make it look good in a painting app, when you
    949 B (129 words) - 00:37, 1 December 2013
  • ...Light" to taste, in Unity's Render Settings, and apply any other real-time lights you like. Use '''Color''' to alter the way this model looks, after affecti
    1 KB (223 words) - 21:56, 17 January 2012
  • // Vertex lights // Pixel lights
    3 KB (368 words) - 21:56, 17 January 2012
  • ...y given object may produce 0..N draw calls depending on the number/kind of lights hitting it, shadowcasting settings, number of materials / sub-meshes, and s
    1 KB (198 words) - 22:35, 19 January 2013
  • = Multiple Pixel Lights = Cg shaders that wish to render multiple pixel lights take the following pattern:
    3 KB (418 words) - 21:56, 17 January 2012
  • ...ic objects. The object it is applied to will only be effected by per pixel lights.
    6 KB (708 words) - 21:56, 17 January 2012
  • // Vertex lights // Pixel lights
    9 KB (1,027 words) - 23:13, 19 January 2013
  • [[Category: Lights]]
    4 KB (536 words) - 20:53, 8 September 2012
  • *Remove most (or all) lights from your scene. Use baked lighting instead.
    3 KB (436 words) - 20:52, 10 January 2012
  • File:PlanetShaderNoLights.zip
    The planet shader from the Strumpy Shader Editor tutorial with the city lights removed.
    (4 KB) - 00:27, 26 March 2011
  • ...that this shader seems to properly receive shadows from "Point" and "Spot" lights only (no interesting result from "Directional" ones).
    4 KB (465 words) - 04:25, 30 December 2013
  • ...age:ShadowReceiver.png|thumb|Case study / example with a holey Plane and 2 lights (Spot + Directional).]] ... account for receiving shadows from both Spot/Point lights and Directional lights.
    4 KB (542 words) - 04:24, 30 December 2013

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