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Question by TehWardy · Aug 27, 2018 at 04:49 PM · 2dlightingroguelike

Tile based lighting

I'm looking to build a rogue like game using unity's tilemapping system.

Right now i'm trying to figure out how to apply lighting based on distance and walling from a tile that contains a light source but from what i can tell there's no such thing as a "light emitting tile" that I can define and configure with light based settings.

In fact from what i can tell, the default shader used with all tiles has no concept of lighting at all.

Has any built / come across a way to stick to just tiles and maybe a custom shader that honours the tile layering you have?

For example:

Lets say I define the following basic tilemaps on top of my grid ... 1. Floor tiles (where stuff can move) 2. Wall tiles (where stuff will be stopped) 3. Furniture (lights, tables, chairs, ect) 4. Interactables (buttons, switches, ect)

It seems to me that a decent tile system should then allow me to drop in a player object on a map built with these layers and everything just fall in to place, but I have noticed that the demo's seem to focus on platformer type games and nothing i've seen that shows lighting includes any awareness of a wall in the scene so lights are literally just like flood lights.

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