I have been reading the docs and searching around on google for a few hours, so I doubt there is an answer on this website, but if there is, please answer with a link. So, back to my question, I have a multi-pass shader, the objects which will use this shader emit a very strong light, so the player, and other dynamic objects need to cast shadows. Dynamic lighting is an absolute necessity for the scenes, meaning, it generates a lightmap every frame, I am aware that this will be very costly for performance, so this shader will be used very sparingly, in very small scenes. The light emitted will not have a color variable (it will always be pure white), but it will be multiplied by an intensity value. I am not asking anyone to program the entire shader for me, but I am completely new to this type of lighting, so if anyone could give snippets or documentation to look at that would be very helpful. I think this is a fragment shader (it does not cast shadows or receive lighting, it is always one color)
Thanks in advance, I apologize for my lack of knowledge in this topic.
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