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Question by CodeBunny · Oct 15, 2013 at 05:14 PM · shaderlightinggraphicsnormalsshaderlab

Implementing Custom Vertex Lighting Shader

I'm working on a 2D project, and am using vertex lighting. I'd like to use a custom shader to apply the lighting, as I don't want to worry about normals/depth and just want the light strength to be based on distance. Currently, due to z-positioning, lighting is annoyingly difficult to organize, and it makes sense to use a shader that's designed from a 2D perspective.

How do I make a shader with a custom lighting model? I've found topics with people doing that, but I haven't found any direct tutorials to follow.

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Answer by Void24 · Oct 15, 2013 at 06:01 PM

HERE is a great starting guide to custom shader programming. Essentially what you want to do is use the inverse of the distance to a lightsource(covered in the series) as a multiplier for your texture color instead of a traditional lighting angle calculation.

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avatar image CodeBunny · Oct 15, 2013 at 08:57 PM 0
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That only seems to support forward or deferred lighting computation. I can't write a shader for Vertex Lighting mode?

avatar image Void24 · Oct 16, 2013 at 02:54 PM 0
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You certainly can! I imagine you would need another resource though. $$anonymous$$y experience so far has been with fragment shaders.

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