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Completed
Shadow Blending
Hi Dear Joachim ,
This Idea is very important , If you can do it ... You'll have a big solved problem in CG Graphic .
This thing is in Unreal Engine 3 and 4 ... And Best Game I can use for example is REMEMBER ME ! By Capcom ...
Please ... Check It ...
In UE3 and 4 we can bake a scene to light maps and in next we can Blend Dynamic Shadows With Static Shadows ... I'm working on it 1 year ... and I couldn't get any result !
UE3 told use Masking ... Please read Here.
Here's my test in Unreal Engine:
Remember Me :
And a very very very good blending ...
Have a idea ?
This Idea is very important , If you can do it ... You'll have a big solved problem in CG Graphic .
This thing is in Unreal Engine 3 and 4 ... And Best Game I can use for example is REMEMBER ME ! By Capcom ...
Please ... Check It ...
In UE3 and 4 we can bake a scene to light maps and in next we can Blend Dynamic Shadows With Static Shadows ... I'm working on it 1 year ... and I couldn't get any result !
UE3 told use Masking ... Please read Here.
Here's my test in Unreal Engine:
Remember Me :
And a very very very good blending ...
Have a idea ?
Answer
Answer
Completed
Neither is nagging.
To answer your question, this is possible when using dual lightmaps in deferred rendering in Unity: http://docs.unity3d.com/Documentation/Manual/Light...
Lightmapping in deferred is currently a bit broken, but this will be fixed in a coming update.
To answer your question, this is possible when using dual lightmaps in deferred rendering in Unity: http://docs.unity3d.com/Documentation/Manual/Light...
Lightmapping in deferred is currently a bit broken, but this will be fixed in a coming update.
Hi And Thanks for answering .
It's not what I need for blending .
It works just with Direct light and or maybe We have to use ...
What Unreal makes shadows by the mask .
Can we have a method in SF or shader that mask baked shadows or something like that !?
I get this ! Am I wrong ?
It's not what I need for blending .
It works just with Direct light and or maybe We have to use ...
What Unreal makes shadows by the mask .
Can we have a method in SF or shader that mask baked shadows or something like that !?
I get this ! Am I wrong ?
You have to both tweak the shadow strength and make sure you've baked dual lightmaps in deferred
Are you sure this is able with dual lightmaps ?
- If we have point and spot light ?
- If we have many dynamic and many static lights with different color ?
- If we have to bake scene with 3Ds Max , Maya , etc .
This problem making me sure to leave unity3d to Unreal Engine .
With ShaderForge we can make shader that understand where is shadow and where is not shadow ?!
If you're baking it with an external tool, you need to bake direct and indirect light separately, and I don't think you'll be able to match the dynamic shadows with the baked ones, in that case.
It's not really possible to detect shadows in a straightforward way in Shader Forge at the moment. You may be able to use the light attenuation node in some hacky way, but I doubt it.
It's not really possible to detect shadows in a straightforward way in Shader Forge at the moment. You may be able to use the light attenuation node in some hacky way, but I doubt it.
Thank you dear Joachim ... I think is no way yet till Unity3D think about it ...
Or maybe it's not a problem ...
I tried Dual Map Cause Dual map not works correctly ...
Or maybe it's not a problem ...
I tried Dual Map Cause Dual map not works correctly ...
Really Thank U Joachim ... I did it ... I could do it with SF !
But It has very problem cuz it made by Custom Shader And I can't use it on PBM !
But It has very problem cuz it made by Custom Shader And I can't use it on PBM !
Yes , working but is some limit , here's my Nodes :
I just give a masked shadow map and mask Light Atten.
My Question :
- I've not a right shape from Light Atten. channel . how is it ? A black and white map from shadows ?
- I can make a alpha with Light Atten It don't works .
Problems :
- I can just use it for custom shading and for example I can't use it On PBM or Light Wrapping or Trans.
- It just work for One Direct Light and I'm working on more light and point lights and I'm close .
- I can fade dynamic shadows on the baked shadows But I can't fade Light on shadows.
One Thing : We can't use Light Map UV on shader ? Like Unity Light Map shader .
I just give a masked shadow map and mask Light Atten.
My Question :
- I've not a right shape from Light Atten. channel . how is it ? A black and white map from shadows ?
- I can make a alpha with Light Atten It don't works .
Problems :
- I can just use it for custom shading and for example I can't use it On PBM or Light Wrapping or Trans.
- It just work for One Direct Light and I'm working on more light and point lights and I'm close .
- I can fade dynamic shadows on the baked shadows But I can't fade Light on shadows.
One Thing : We can't use Light Map UV on shader ? Like Unity Light Map shader .
Light Attenuation contains both the attenuation from light sources, as well as shadows.
Plugging in light attenuation into alpha, doesn't make much sense in forward rendering, because you're dealing with more than one light source.
You can use lightmap UVs by using the UV coordinate node, and setting the dropdown menu to use uv1 instead of uv0.
Anyhow, please try and ask questions in the forum threads instead of here. This place if mostly for reporting bugs and requesting features, not a place to get help from me on specific shaders.
Also, why you're using Beta 0.25?
Plugging in light attenuation into alpha, doesn't make much sense in forward rendering, because you're dealing with more than one light source.
You can use lightmap UVs by using the UV coordinate node, and setting the dropdown menu to use uv1 instead of uv0.
Anyhow, please try and ask questions in the forum threads instead of here. This place if mostly for reporting bugs and requesting features, not a place to get help from me on specific shaders.
Also, why you're using Beta 0.25?
This should also help you out in understanding how custom lighting works: http://www.youtube.com/watch?v=EjCXwV0YYdU
Yes , you're right . First it was an idea and now it's absolutely question , Sorry .
And about 0.25 I've not yet decided to update .
Thank you .
Thank you .
Customer support service by UserEcho
To answer your question, this is possible when using dual lightmaps in deferred rendering in Unity: http://docs.unity3d.com/Documentation/Manual/Light...
Lightmapping in deferred is currently a bit broken, but this will be fixed in a coming update.