Week 6 Self Study


Week 6 Self study

A lot was asked of this weeks self study, involving the use of lighting and shader graphs. using the provided example scene, I was able to follow brackey's tutorial (below), of creating baked in light within a scene, as well as putting post processing effects in, which was bloom in this instance. 

after this, I was tasked to create a shadergraph effect, of which I chose the dissolve effect because it looked cool. Again, following another of brackey's tutorials, I got a dissolve shadereffect working.

(cannot show it reappearing as that goes over file size limit)

after following the two tutorials, I was tasked with adding both baked and real time lights to my scene, and making a custom shadergraph effect. Here's the shadergraph effect, of which I used a time and offset node paired with the simple noise node to make it move continually. making the noise the alpha, adding a bit of alpha clipping and changing the colours made it appear sort of shadowy or foglike, which I thought to be pretty cool

Next up was making the lighting for the scene, heres how the scene looked without any lights:

When adding the lights, I thought blue might look decent with the setting, as maybe it could pass through the foggy transparent bridges. I added a very intense light to the two poles behind the scene, emitting blue, removed the skybox lighting and baked them into the scene. For the real time lights, I put a point light over the player's head and attached it to them, making it move around with the player. 


didn't look quite as cool as i'd hoped, but it's still bake lights and realtime lights in the same scene. As the terrain is open, I probably could've (and should've) kept the skybox and its light, but I was worried it would overpower the other baked in lights. 

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