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Question by Thevet · Jun 03, 2012 at 12:59 PM · lightinglightspotlightpoint light

Is it possible to create a torus-/ring-shaped light? If so, how?

As the title says. I've been searching Google, but I can't get my head around it. Thanks in advance!

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avatar image kolban · Jun 03, 2012 at 01:07 PM 0
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What is your goal? How large relative to the scene do you want the light? You can create a torus and give it an "emit" texture. This won't cast any new light but it will "appear" that the torus is a source of light. You can then place a point light in the center of the torus to actually cast a light. This will be a "close" notion.

avatar image Thevet · Jun 03, 2012 at 04:34 PM 0
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I'm looking to create a ring of light inside a very dark scene that keeps expanding around the player, but also travels across any mesh it touches. Prototype 2's ping function is a good represenation of what I'm trying to achieve. I've been advised to use lighting, but if you have any other suggestions, please tell. Sorry for the unclear question.

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Answer by Fattie · Jun 03, 2012 at 04:43 PM

It sounds like what you want is not "A LIGHT FITTING" (like "a chandelier")

What you want is like "SOME LIGHT FALLING ON STUFF"

In other words if I pointed a spotlight on a floor, that would be a "circle of light" on the floor -- what you want is a "donut of light"

Is that correct?

If so, I have your answer. You have to learn about "Projectors"

If you look at blob shadows, that is exactly what a projector is.

In your project, look around for the free standard assets that unity gives you.

Add a projector, blob shadow. In fact, ther eis indeed one that is a "shadow" (it's dark) and there is one that is a "light blob" .... which is exactly what you are asking for, I believe.

the only difference is you want a particular shape (a donut) rather than just a circle.

From here, you will have to do the work to figure out how to make it your own custom shape! I hope, that helps!


FTR earlier answer,

Just use a "self-illuminated shader"

http://unity3d.com/support/documentation/Components/Built-in%20Shader%20Guide.html http://unity3d.com/support/documentation/Components/shader-SelfIllumFamily

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avatar image Thevet · Jun 03, 2012 at 04:51 PM 0
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Then looking into projectors it is. Thank you very much.

avatar image Wolfram · Jun 03, 2012 at 06:48 PM 2
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Nice catch, none of us understood what he was trying to do ^^

Actually, for light sources, there is already a Unity feature dedicated to this, called "Light Cookie". It's an alpha texture that's applied directly to the light source, so there's no need to fiddle around with Projectors: http://unity3d.com/support/documentation/Components/class-Light.html

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Answer by Mortoc · Jun 03, 2012 at 01:29 PM

If you don't need the light to move in the scene, make a mesh torus, give it a light emitting material and bake it with the lightmapper. If you do need the light to change in the scene, give it a point light in the middle. An area based light is too complicated to run at runtime (at the very least without some complicated shader-fu)

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avatar image Thevet · Jun 03, 2012 at 04:36 PM 0
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$$anonymous$$y light is supposed to expand around the player, but also travel across any mesh it touches, much like Prototype 2's ping function. Would a similar approach work for this? Sorry for the unclear question.

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