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Question by Stap · Sep 17, 2015 at 04:47 PM · shaderscolorlight

How can I achieve homogenous lighting? (Same intensity no matter the range from origin)

So I'm making a top down view game with a sphere rolling through a completely dark maze while illuminating the environment. So currently, I've set a point light as a child of the sphere. However, I want to achieve a certain effect: I want light intensity and color mixing to be equally intense no matter how far away from the light source it is. I want to achieve something along the lines of the bottom half of the diagram I drew:

  • If a surface cannot be seen by any light source, it will be completely black.

  • If a surface can be seen by a certain light source, it will be colored a constant color.

  • If a surface can be seen by two light sources, their colors combine with a constant color.

  • The distance between light source and surface affects nothing

Light diagram

I'll guess this could either be done by modifying Light, using a special Material or applying a certain Shader. So how could I achieve this effect?

lightmodes.jpg (35.1 kB)
lightmodes.jpg (35.1 kB)
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avatar image Cherno · Sep 17, 2015 at 05:07 PM 0
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You can look into modifying the default point light attenuation.

Easiest way to change Point Light attenuation ? (with Deferred path)

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