sss135 / light2d Goto Github PK
View Code? Open in Web Editor NEW2D shader-based lighting system for Unity3D
License: MIT License
2D shader-based lighting system for Unity3D
License: MIT License
Is there any way of supporting the Unity built-in tilemap system ?
I tried to edit the Light Obstacle Generator without success, but my knowledge is pretty limited.
Any plans to update or accept pull requests?
bad
Starting a brand new unity project with Light2D imported fails to build with multiple compiler errors. This is on a Macbook Pro running Unity 5.6.1f1 Personal (64bit).
REPRO:
EXPECTED:
ACTUAL:
RESOLUTION:
I was able to get the build to succeed by deleting the using UnityEditor;
line from LightingSystem.cs and deleting LightAuto.shader.
Now library work only in XY-view coordinates for 2D.
Will be very good if be version for XZ-view coordinates!
I try do this, but without results.
SSS135 wrote that it is broken: https://forum.unity3d.com/threads/now-free-light2d-gpu-lighting-system.310732/page-3#post-2159103
This how library work in XZ-view coordinates now (not correctly):
Hello.
I'll try to make it short:
Basically: Since the MutliplicativeColour is full black the generated obstacle overlays the
actual object completely black.
Do you think there can be a way to set a default colour somewhere in a settings panel, for instance?
I don't know of the usage statistics and what is more common in general
but at least I find myself rarely wanting the obstacle to be pitch black
Of course it can always be changed but in all likelihood one might have a set up
where you want a certain colour in most cases and not having to adjust it seems like a nice addition.
I could make a pull-request for some such thing I'm just wondering if that'd be something you'd want to do in the first place.
If I run a scene with some Light2D lights, but then resize the game window, the lights become offset from the intended positions.
I think the lighting is still consistent with the obstacles (as the LightOverlay material's LightSources render target looks sensible though possibly stretched), but it doesn't overlay back correctly to the game.
I'm guessing it's some aspect ratio or scaling value for the overlay shader that isn't being updated.
Edit: I'm using a normals camera, and the normal map render target doesn't resize, so it might be related.
Edit2: Though if I turn NormalMapping off, the lights are in the right place, but then the obstacles are in the wrong place, casting incorrect shadows. Weird.
Tested on Unity 2017.1.0f3
A declarative, efficient, and flexible JavaScript library for building user interfaces.
๐ Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. ๐๐๐
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google โค๏ธ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.