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Vertex Based Lighting, for Unity URP

This is a lighting system, that uses vertex colors to fake lighting, which was a technique used by older games like Silent Hill 1

 It produces some nice and blocky lighting, perfectly fitting for making games that look like they belong on the ps1

Key Features:

-Realtime Lights:
    -Updated each tick, lighting up static and nonstatic surfaces
    (Intended for places where the light is always on, and the performance cost doesn't matter)
-Baked Lights:
    -On Load, bakes it's light onto static surfaces
    -Baked lighting can be temporarily overwritten by realtime lights with more intensity
    (Intended for lighting background enviroments, since it's lighting doesn't translate to dynamic surfaces that move)
-Dynamic Lights:
    -On Load, bakes just like a static, but can act as a realtime light, when the main camera is close
    -The activation distance is changable
    (Intended for main enviroment lighting, since they are a middle ground between static and realtime, offering performance even when there is a lot of them, but they can still cast lighting on dynamic surfaces when needed)
-4 lighting modes:
    -lit (Lights rendered as normal)
    -Unlit (No lighting)
    -Light Debug (Only the lighting is rendered)
    -Vertex Debug (Displays a gradient that helps you see how geometry dense the area is)
-Adjustable update rate, to get even chunkier results
-Custom main shader, that supports detail textures
-3 Demo Scenes, showcasing a setup for each lighting mode

Check the sourcecode here: https://github.com/Volutedberet/VertexLighting

Published 19 days ago
StatusReleased
CategoryTool
Authorvolutedberet

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VertexLighting.unitypackage 444 kB

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