So I’ve been messing around with some more extreme lighting setups.
More dark/light space differentiation looks great but characters running around in dark areas being unlit is sux.
So what I’ve been doing is just taking character materials (at runtime) swapping in their albedo texture as their emissive, and setting the emission color to like .75 * white. This is… alright. But it kinda washes characters out.
Have any of you dealt with this kind of problem, what’s your approach?
One other thing to keep in mind is using colour palette rather than actual darkness. Rather than getting actually dark, you can focus on “cool” colours and avoid “warm” colours in darkness. A LUT can help here.
Keep in mind that your game is not showing accurate brightness or contrast anyway. Outdoor light at day is far brighter than the few hundred lumens a screen can produce, and once our eyes adjust to darkness they can see far more subtle stuff than our screens can show in the bottom end of their display spectrums. And our eyes adjust based on ambient light, so there is no one “correct” way for our monitors to show things as our eyes may see them.
So “dark” does not have to be dark, it just has to feel dark.
In terms of emissive washout, I’ve just been slapping the base albedo into emissive with a grey tint. You have any suggestions on easy ways to further reduce washout that won’t take forever?