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Thanks! I've been planning on writing something about it but just never found the time. The shader is actually quite simple, although the implementation is pr
by lifeformed 13y ago
Thanks! I've been planning on writing something about it but just never found the time. The shader is actually quite simple, although the implementation is pretty tricky (need a lot of hacks to get it working in Unity).
All it's doing is lighting each tile individually. It's a throwback to the per-tile lighting of ascii roguelikes (http://osx.iusethis.com/screenshot/osx/brogue.png http://osx.iusethis.com/screenshot/osx/brogue.png). So each square chunk on the wall gets a single amount of light and color evenly distributed on it. That's it. Also, there are shadows on top of them.
The props (torch and statue) have a banded light shader on them. It's just standard diffuse lighting but clamped to a certain set of values.