b486678290
Library -Artifacts
24 lines
1.5 KiB
Markdown
24 lines
1.5 KiB
Markdown
# Custom Lighting in 2D
|
|
|
|
The default lighting model in 2D renderer is meant for generic use and was design to provide some level flexibility.
|
|
|
|
However, it is not infinitely flexible and may not be able to meet the needs for more custom or advance effects.
|
|
|
|
You can now make your own 2D Lighting model.
|
|
|
|
## Sprite Custom Lit Shader Graph
|
|
The new Shader Graph target "Custom Lit Shader Graph" provides a great starting point to create a custom lithing model shader. It does not sample the Light Textures but it does have a Normal pass and a fallback Forward pass for use in non 2D Renderer.
|
|
|
|
## 2D Light Texture
|
|
2D Light Textures are Render Textures created by the 2D Renderer that contain the visible lights in the scene. There are up to 4 textures each representing a blend style in the [2D Renderer Data](2DRendererData_overview.md)
|
|
|
|
The built in Lit shaders will sample these textures and combined them with the Sprite's textures to create the lighting effect.
|
|
|
|
## 2D Light Texture Node
|
|
To sample the Light Texture use the new "2D Light Texture" node in Shader Graph. The output of the node is the same as the output of a "Texture 2D" and should be fed into a "Texture Sampler".
|
|
|
|
# Creating the Emissive Effect with Custom Lit Shader
|
|
The emissive effect is the perfect example of utilizing the Custom Lit Shader to create a custom effect. By combining the a mask texture to identify areas of the Sprite that should not receive lighting effect.
|
|
|
|
The "Secondary Texture" feature is a great way to load the emissive mask.
|