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Question by MacMC · Feb 12, 2019 at 12:02 PM · shaderlightingproceduralglobal illuminationprocedural animation

Is it possible to fake Global Illumination within textures?

I am creating an almost entirely dynamic world, and as such, baking or even precompute baking is not a solution for me. I have also tried 3rd party real-time solutions and have not been satisfied.

At this point I have resolved to simply fake it by hand as best I can. But, is it even possible to fake bounce lighting within a texture? What channel would one use? Would it require a special shader? I'm not entirely sure baking it into the albedo is the best outcome.

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avatar image RobAnthem · Feb 13, 2019 at 02:48 PM 0
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This sounds like something easier accomplished through shaders, you could easily multiply the color of the texture with LIGHT_$$anonymous$$O$$anonymous$$_A$$anonymous$$BIENT which is the shader directive for GI color.

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Answer by BastianUrbach · Feb 13, 2019 at 01:20 PM

You would take the indirect light (e.g. from a baked texture), multiply it by Albedo and write it to Emission. Emission is the only way other than actual light sources to add light to the deferred lighting system. Since you can't use the indirect light from the lighting system, you would instead pretend that the surfaces hit by indirect light glow by themselves.

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