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Author Topic: Problem with lightning  (Read 4829 times)

NoradZero

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Problem with lightning
« on: October 10, 2014, 08:17:41 pm »
Hi,

Look like i am unlucky. Is there a reason why it have kind of "boxes" between lights ? I figured out it may be because the tilemap have tiles drawn by chucks because thoses boxes seem on a different chuck (from the TileMap Render Data). Is there a way to fix this ?

Thanks!

unikronsoftware

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Re: Problem with lightning
« Reply #1 on: October 10, 2014, 09:17:38 pm »
If you dont use deferred rendering there are a fixed number of lights unity renders. I believe this is in the quality settings page somewhere.

NoradZero

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Re: Problem with lightning
« Reply #2 on: October 10, 2014, 09:27:37 pm »
I can't use Differed Lightning look like.. its an Unity Pro feature only. i have looked in the Quality panel and there nothing about this limit. I tried Pixel Light.. set it to 8.. nothing changed. Any more ideas ?

unikronsoftware

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Re: Problem with lightning
« Reply #3 on: October 10, 2014, 09:38:53 pm »
It could be vertex lighting there - cant tell from your screenshot. If its vertex lighting that has a limit as well...

NoradZero

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Re: Problem with lightning
« Reply #4 on: October 10, 2014, 11:11:00 pm »
So basically.. because the tilemap is an object.. it can't receive more than 8 light on it ? how poeple usually get pass this issue ? i can't believe there is no solution.. there could be a kind of workaround ?

unikronsoftware

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Re: Problem with lightning
« Reply #5 on: October 10, 2014, 11:16:28 pm »
You can roll your own 2d lighting solution, but you'll need render targets for that. But if you had Unity pro you could just use deferred rendering.

If the lights are static you can paint them in manually using vertex colors.

NoradZero

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Re: Problem with lightning
« Reply #6 on: October 11, 2014, 12:15:06 am »
I do not have enough knowledge in lightning for that unfortunally :-( And vertex lightning isn't a pretty solution compared to real dynamic lights. Sure it could do the job at some point but it wasn't enought for me.

Anyway i did some tests and i choosen a solution.. i will simply reduce my light spots for now.. so for 4 square of spots i will only use one. For now. My game is aimed for kickstarter.. the prototype was done on another engine but i ported it to Unity in order to have more features such lights. So since i am only doing a prototype i will make few levels with this solution and if the kickstarter go well i will get Unity Pro and improve the levels. As simple as that.

As for deferred lightning.. it would make it possible to have more than 8 light spots ?

Thanks for your help so far! Really appreciated.
« Last Edit: October 11, 2014, 12:18:22 am by NoradZero »