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Post by network on May 20, 2022 9:57:29 GMT -5
So I'm working on some tube lights with a downwards/upwards glow. This "glow" is mainly from a plane, with a gradient texture (from a colour to transparent). However, while this works fine in game, the lighting on them is super blocky. I know the usual way to fix this is to use the Counter shader, but that doesn't work here, since it doesn't support partial transparency. Does anyone know if there's a shader that supports both partial transparency and smoothes out the lighting on repeated objects? Or is there a way to make either the PhongAlpha shader be unaffected by lighting or to make the Counter shader support partial transparency? Screenshot of the blocky lighting below, sorry that it's so dark.
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Post by menaceman44 on May 21, 2022 14:59:19 GMT -5
Having worked with counters quite a bit, there's only one thing that comes to mind that you could try. There might be other options but this is all I could think of. If you go into the Model and ModelLOD resources and click through to where you can edit the shaders, click on Edit Items... next to Material instead, for the light group of your mesh. In here you can add an entry for "UseLargeLotObjectLighting" and set it to 1. I would do this by copying the "UseVertSelfIllumination" entry and changing the Field to "UseLargeLotObjectLighting" and the 0 to 1. This setting seems to enable the same type of seamless shading that counters have but the downside is that it prevents the groups it is assigned to from recieving shadows. This shouldn't be an issue in your case since you can't cast a shadow onto light in the real world anyway.
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