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Infinique

A procedurally generated game about solving puzzles and collecting artifacts. · By Circle Pixel

[Devblog] [2] Lighting

A topic by Circle Pixel created Mar 27, 2017 Views: 205
Viewing posts 1 to 1
Developer

[All art and design is placeholder]

Lighting fun
Today was all about lighting. Specifically a few more hours than I would've liked to spend working out problems that come from Unity (For those that don't know, this game started in Unreal Engine 4 and was moved to Unity 5). Unity's lighting is well... Finicky. I'm faced with a situation where I'm going to have to do a lot of extra programming if I want it to look perfect. However, until I do that I've managed a decent quality lighting setup that doesn't really affect performance and still looks alright. In the future I'll be fixing the visible banding shown in the picture above, the light bleeding may prove a bit harder of a subject, but I will try and tackle it nonetheless.


The current issue is that I have no options that aren't a tradeoff, I can turn off MSAA to enable HDR and that gets rid of most of the banding, but then you get jagged edges and have to rely on much less effective anti-aliasing methods. I can also write my own lighting system (as most big Unity 3D projects seem to do) but that will take quite a long time as well. The solution has also been suggested to do some trickery and use pre-baked lighting for anything that doesn't move, however that doesn't really work with the modular procedural generation in Infinique.

In the end lighting will get better, it will just take time. Now that I've gotten some basics finished I can move on to gameplay (Namely puzzles). That's all for today!