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Question by Isaac.Udy · Aug 04, 2013 at 02:49 AM · lightinglightlightmapping

How to force one light to override another...?

I am making a game where a ball is thrown around. This ball has a light attached to it, which illuminates nearby objects with an orange glow. I also have a white light that illuminates everything.

f I have the orange light ON and the global white light ON too, then the orange light does nothing, because the white light makes everything white.

If I have the orange light ON and the white light OFF, the objects near the orange light are made nice and orange, just how I want it. However, objects away from the light are grey, and in shadow, which is not what I want. What I want is for all objects to be white (pure 255,255,255 white) and then when the ball approaches them, I want them to have an orange glow cast on them.

How do I do this? Is there some sort of 'lighting priority' that I could use?

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Answer by sparkzbarca · Aug 04, 2013 at 03:14 AM

Do you have pro cause really thats what you want. What you want is a baked lightmap, that will PRE color everything whitish. all the static items. then when you in and add in the orange realtime lighting it will be added.

I thought unity already did additive lighting though, are you sure it doesnt work?

I think the issue might be just the orange glow is too subtle

go into the orange light and max intensity and toss the range way up to make sure its not just getting washed out.

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avatar image sparkzbarca · Aug 04, 2013 at 03:14 AM 0
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i know pro does it, I have the demo version and i tossed a orange light into a white light scene and it works fine.

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