I know that I could higher the ‘Indirect Intensity’ level in the ‘Lighting’ tab but I don’t want to touch this global setting, just to be able to do it on this single object basis.
My question is: may I boost the ‘Emission’ power for the texture without “destroying” the texture itself?
By the way, even at nominal settings the image is washed out!
Thanks for the reply! Sorry if I wasn’t clear enough…but the goal is to illuminate the scene (in real time) with the colors of the movie clip being played!
You’ll have to create your own surface shader and include a Meta pass. A Meta pass is what the lightmapper sees, so you could potentially have two sliders, one that controls the intensity of the movie that you see and one for what the lightmapper sees.
Look into the meta pass. Documentation used to be kinda sparse on it, not sure if it has improved at all.
I just interested to create a similar things to mirror’s edge billboard lighting in unity.
This is result :
You should extract your video to jpg images with free Video to JPG Convertor * It works with spot light and i have been randomized light intensity to be similar to frostbite games lighting (also used in lens flares in bf1)
Lower texture size in import settings is better in performance side
I’m working to find a more optimized solution about getting average texture color (now is 10-20% in profiler )
Update : after changing texture size to 128, profiler update behavior is now 1~2.1% Is available in LightingBox 1.2.1
Last scene was a simple unity cube and night building textures with self-illuminated shader + Post Processing Stack image effects applied
Floor shader is Realtime Planar Reflection.
Search my posts to find shaders and settings.
Looks very promising! Unfortunately I have no knowledge of custom shader writing
Is it theoretically possible to have an ‘unlit’ shader (to display the video) with a meta pass (with the same video texture) for emission?