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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
  • ...e shader! Any tips on creating a "lit" version? One that responds to scene lights, instead of self-illum, if that is even possible? --[[User:Casemon|casemon
    229 B (34 words) - 11:09, 4 April 2012
  • ...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
  • // 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
  • *[[LightBehavior]] - A script that creates blinking lights and turn on/off every specified interval. Also change the light's colors.
    6 KB (870 words) - 22:40, 5 November 2018
  • // Optionally disable pixel lights for reflection
    12 KB (1,291 words) - 08:44, 25 February 2015
  • ...g. The emissive color will appear even in a completely black scene with no lights. Emissive lighting appears as though light is being created from the surfa
    16 KB (2,337 words) - 01:11, 23 June 2015
  • ... Shader Editor. The original tutorial for creating the earth (minus night lights and night-side coloring) can be found at http://forum.unity3d.com/threads/5 ...ite topo images (which you can import to Unity as bump maps) and nighttime lights many places; here's an example: http://www.shadedrelief.com/natural3/pages/
    7 KB (860 words) - 05:50, 5 July 2012
  • Works with lights in forward and deffered mode and with shadows / point / directional.
    8 KB (1,054 words) - 16:50, 15 February 2013
  • //Optionally disable pixel lights for reflection
    14 KB (1,470 words) - 03:51, 30 March 2013
  • ...pe available in your project. Use them like you use the layer mask GUI on lights and cameras to include/exclude component types from the comparison. Those
    25 KB (4,388 words) - 03:09, 21 January 2019
  • ...- Basic capability to model most things, not great at the whole camera and lights thing in Blender plus have never rendered from it, just built models that I
    2 KB (431 words) - 12:50, 12 August 2013
  • // Optionally disable pixel lights for reflection
    10 KB (1,127 words) - 07:11, 20 March 2015
  • Seems like a no brainer but setting up a empty prefab with one or more lights in it can allow you to quickly light up your test scene quick and easy with
    37 KB (4,587 words) - 00:19, 3 April 2015
  • ...ring and shading pipeline. It adds advanced lighting features such as area lights, translucent and skin lighting and allows you to easily use effects like dy ==== Area Lights and diffuse fill lights ====
    5 KB (750 words) - 10:15, 3 August 2016
  • File:Lux-arealights.jpg
    Lux supports fast approximated area lights.
    (785 × 278 (57 KB)) - 09:19, 3 August 2016

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