I am working on a space traveling game, and one annoying issue is that I do not know how to make the scene light up everything to a minimum (Say if a pixel on a shader had a max light of 1, give everything a minimum of 0.1 so they are not just pure black). It is technically more realistic as it is now- but I prefer a bit more on the visuals than keeping 100% realistic. Right now, I am using a single sun light source, although later will be replaced with literal suns as light source/s. I have a skybox made unlit graph shader made to create the somewhat passable infinite stars. How can I fix this lighting for everything?
You can try setting the ambient color to a solid color, or use a non-important directional light as a fill.
I have read about âambient lightâ, but can never find it. And using multiple directional lights to fill the scene creates halos on the planets (Doesnât help that they are more shiny than needed- but future problem I know how to fix)
@grimofdoom
Maybe a clever creative use of some light probes, might help create that effect here. But donât use to many though, otherwise theyâll use up a good bit of resources.
Window > Rendering > Lighting Settings > Environment Lighting
Change âSourceâ to âColorâ, and set a color value.
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