Self Study 5 -- Lighting and Shadergraph


followed the bracky tutorial LIGHTING in Unity made this nice looking neon monkey box  by creating two planes and making them lights  by making a material with inmition enabled for both and then using baked lighting and some post processing on the main camera to add the bloom

Shadergraph

I had a lot of issues getting shadergraphs to work. I ended up having to use another computer and will be completely reinstalling Unity on my main machine, but once I had it working, it was quite good. It's easy to use and has a system with lots of depth to come up with some amazing shaders.

i followed brackeys basics video tutorial to gain a grasp the tool creating this glowing monkey utilising a timer, remap , color  and a few other nodes to get that pulsating effect.

Scene lighting

In constructing my scene, I elected for a rudimentary static lighting setup, featuring main sunlight that bore a slight yellow hue. This arrangement was imposed on most items, excluding those designed for interaction. Even this straightforward lighting strategy significantly enhanced the overall scene.

Incorporated a spotlight into the lighthouse, supplemented by a script to enable rotation. However, implementing real-time lighting posed a challenge, as I accidentally created an excessively large scene.



For my shader graph object in the scene, I opted to render my spinning health packs as holograms. It may not be practical, but I found them aesthetic pleasing.



HOLOGRAM using Unity Shader Graph

sorry for the awful devlog only get the shadergraph module working sunday afternoon


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