- Home /
Realtime emission on moving objects?
From the Standard Shader's Material parameter docs under Emission Parameter
Realtime - The emissive light from this material will be added to the realtime global illumination calculations for the scene, so the lighting of nearby objects, even moving objects, will be affected by the emitted light.
This isn't true is it? I am completely unable to get light to reflect on non-static objects from a static material with an emissive material.
Am I missing something? I've tried running DynamicGI.UpdateMaterials(renderer) on an Update() function, it doesn't help.
Does adding a comment bump this question back up? Because I am dying to see the correct answer.
It does, but the answer is you can't really without developing a separate lighting system. Sonic Ether is currently developing a realtime GI system for Unity, which you can follow here:
https://forum.unity3d.com/threads/segi-fully-dynamic-global-illu$$anonymous$$ation.410310/
@BitLion depending on what you are after here, the free asset "Volumetric Lines" might be of use: look at the LaserCannon projectile
Answer by alex_hajdu · Oct 14, 2015 at 01:12 AM
Light probe group is your friend here: http://docs.unity3d.com/Manual/LightProbes.html
Your answer
Follow this Question
Related Questions
Modifying properties of the Standard shader 1 Answer
Change emission brigthness in standard shader with script 1 Answer
How to get emission map to tile along SpeedTree? 0 Answers
Reflector Vest/Roadsign Shader 0 Answers
Reflection shader color issue 0 Answers