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Under review

Non Additive Lighting for non photorealistic style

sugarchap 7 years ago updated by Freya Holmér (Developer) 7 years ago 3

Hi there.


We've been using Shader Forge for our first title and it's going pretty well!

I've an idea/request that we are keen to explore for a new rendering style.


How could we achieve a non-additive lighting style for our game. i.e. the strongest/brighted of all spot/point/directional lighting is used, not the sum of all of them. This would help us achieve the look that we are aiming for.


Any ideas are appreciated.


Kind regards,


Ad.

Hi there.


I've been hand editing some of the resultant shaders, and I've come across the way to achieve this which works great for what I'm trying to achieve. Stand back, here it comes:


BlendOp Max;


That's it. Of course, there are other BlendOp enums which would give other cool results. Is there any existing way to control this?


Many thanks,


Ad.

Under review

Not at the moment, but it is something I've considered adding, because it's pretty neat!

Although one tricky part here is that the current blend modes only control the base pass, and adding specific control over the lighting pass might be stretching it a bit too much, and make people want even more control over those passes in particular