Posted August 13, 2023 by Siderun
This week I experimented with baked lighting and shadergraphs in Unity. I followed some tutorials from Brackeys on Youtube that show how to implement lighting and shading.
The shader I chose to do was a water effect. Following another Brackeys tutorial, this was done by generating Voronoi noise, making it move, powering it, multiplying it and colouring it. I changed the colours of the shader until it was visible enough under the lighting.
I went into my portfolio scene, and changed the lighting. I decided to go with a sunrise/sunset look, with yellow/orange lighting and shadows stretching across the ground.
My first attempt at baking made the lighting and the clocktower look poor. Then, I reset my scene and baked again, but everything looked the same as it was before. I tried creating a small cube, giving it red light, and adding it near my building nearby. It sorta worked.
For the shader, I reused the water shader I used earlier, and applied it to the clocktower.
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