Bleeding the lit voxelized geometry instead of just black for light blocking. (more light propagation)
Generating mips for voxel textures for softer cone samples. (more stable)
Below is a view of what a light cone sees VS what the scene looks like.
Bleeding the lit voxelized geometry instead of just black for light blocking. (more light propagation)
Generating mips for voxel textures for softer cone samples. (more stable)
Below is a view of what a light cone sees VS what the scene looks like.
Write up: vfxmike.blogspot.com/2018/06/opaq...
Repo: github.com/SquirrelyJon...
#vfx #unity3d #madewithunity #gamedev #indiedev #tutorial
Write up: vfxmike.blogspot.com/2018/06/opaq...
Repo: github.com/SquirrelyJon...
#vfx #unity3d #madewithunity #gamedev #indiedev #tutorial