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Lighting channels/ ignoring lightings
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Pherael Offline
Member

Post: #1
Lighting channels/ ignoring lightings
I wonder if it is possible to have different objects affected by different lights. Like having all the objects inside tavern using one source of light, and all objects outside using another one. I trying to have lighten tavern durring the night, but using multiple lights source kill performance. Especially on Xbox.

How hard it would be to add to esenthel? Or it would be possible to make it with custom shader?
02-28-2019 12:55 PM
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RedcrowProd Offline
Member

Post: #2
RE: Lighting channels/ ignoring lightings
i know its kinda cheating, but you could use fog as obox ? ( using high density and black ?

https://gyazo.com/19bdf6a397707f60308c6aa39800d411

You could try as well to remove the light / light ao on the renderer rs_stage

Just ideas sorry
(This post was last modified: 03-01-2019 05:13 AM by RedcrowProd.)
03-01-2019 01:36 AM
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Esenthel Offline
Administrator

Post: #3
RE: Lighting channels/ ignoring lightings
Can't do that in deferred renderer. But can in forward.
However for forward currently you have to draw all objects for main directional light. But for secondary lights (just don't draw them inside Renderer function inside RM_PREPARE You can check LightCur.src to check which light is currently rendered )
03-06-2019 06:40 AM
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