vacious Posted April 19, 2016 Share Posted April 19, 2016 Hi, I have a shader that needs to output pixels that are lit (affected bydeferred lighting) and pixels that are unlit (e.g. a building at nighteffect with light-up windows that are not to be affected by lighting,while the rest of the walls appear darker but lit). Is there a simpleway to indicate per pixel if deferred lighting is to be applied or not(the diffuse to be maintained as it is)? For example to output a certainvalue in one of the buffers alpha? If not, what solution do I have forthis? Have the object rendered in two passes, one with normal lightingand one with an emissive pass?Also, I need to apply bloom only in the lit windows area. Is there a wayto apply postprocessing on certain pixels? Or to control the bloomintensity per pixel?Plus, is there a way to indicate pixels that are more reflective of theenvironment (like windows/mirrors reflecting the env)? Link to comment
silent Posted April 19, 2016 Share Posted April 19, 2016 Hi Ben, Also, I need to apply bloom only in the lit windows area. Is there a way to apply postprocessing on certain pixels? Or to control the bloom intensity per pixel? Bloom effect is applied already only on the bright pixels, so you don't need to modify anything and add custom post effect. Brighter object will result in larger bloom effect. Plus, is there a way to indicate pixels that are more reflective of the environment (like windows/mirrors reflecting the env)? It depends on the material settings. For example, metals are most reflective objects in the scene by default. Regarding your first question - I'm afraid it is not possible. Maybe you can describe in more details what kind of effect you are trying to achieve? You already can use lightmaps for illuminated windows at night or just use emission texture to simulate this kind of effects. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
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