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Question by FeeeshMeister · Sep 05, 2016 at 07:09 PM · shaderlightingcghlslpass

How can I make a shader pass that emits dynamic light?

I have been reading the docs and searching around on google for a few hours, so I doubt there is an answer on this website, but if there is, please answer with a link. So, back to my question, I have a multi-pass shader, the objects which will use this shader emit a very strong light, so the player, and other dynamic objects need to cast shadows. Dynamic lighting is an absolute necessity for the scenes, meaning, it generates a lightmap every frame, I am aware that this will be very costly for performance, so this shader will be used very sparingly, in very small scenes. The light emitted will not have a color variable (it will always be pure white), but it will be multiplied by an intensity value. I am not asking anyone to program the entire shader for me, but I am completely new to this type of lighting, so if anyone could give snippets or documentation to look at that would be very helpful. I think this is a fragment shader (it does not cast shadows or receive lighting, it is always one color) Thanks in advance, I apologize for my lack of knowledge in this topic.

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avatar image Namey5 · Sep 07, 2016 at 08:10 AM 0
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Shaders cannot emit lighting in the default version of unity. Why not use a point light, or something similar?

avatar image FeeeshMeister · Sep 08, 2016 at 01:11 AM 0
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@Namey5 That's strange, I thought that you could, I'm not sure why. If I put the point light inside of the object, will it still shine through?

avatar image Namey5 FeeeshMeister · Sep 08, 2016 at 05:19 AM 0
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Well, technically you can have objects emit light, but they have to be static and baked. Realtime area lights are supposed to be co$$anonymous$$g sometime soon, but for the moment, as long as you set up a layer for your emissive objects and set the light to not render that object it should work.

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