Alan-FGR / Alan-FGR/aelum

Lighting System Improvements

Open
#12 0 comments 0 reactions 0 assignees View on GitHub
enhancement
Dominant language
C#
Stars
14
Forks
0
PR merge metrics
No merged PRs in 30d

Description

- [x] Light color mapped into vertex colors for the accumulation phase (so shadows don't need vcols)
- [ ] Abstract soft shadows - just add more light sources - params: radius and samples
- [ ] Provide a way to get lighting at a given world point, don't overscan outta screen, just sample clamped

### NON ESSENTIAL
- [ ] Overscan lighting calculations so we can get accurate lighting state for offscreen positions

Contributor guide

No contributing guide indexed for this repository

Assessment

This issue has not been assessed yet.

Get new issues in your inbox

A short digest of beginner-friendly GitHub issues.