Help with lighting needed

I’m working on a first-person roguelike in pixel art style. The idea was inspired by such projects as Barony and Delver. Now I have some problems with default Unity lighting system. Here’s the example:

And here’s my result/desired result:

Currently I’m using point light. If I assign too large brightness value, I get too bright point at center and dark surrounding. I tried to extend it’s radius and screenshot shows what I’ve got.

How could I get Delver-like lighting effect? It would be cool to get so-called “per texel lighing” as @fusecore intended to achieve here: How to do per texel lighting? - Questions & Answers - Unity Discussions

Hi!
So you will definitely need to write your own material shader in order to do this correctly. But perhaps the new Shader graph will help here to make it easier if you’re daunted by shader code.

A quick off the top of my head idea would be to add a grab pass to the shader and even out each texel’s colour. The problem here I believe could be that the shader needs to know the size of the texels on the 0-1 UV scale and if there’s an offset.

A cheap way to get nice results would be to not use the Standard shader, but something like Legacy>Transparent>BumpDiffuse.

Another idea is to use an indexed colour shader.
Like this: link text

Send me a DM on twitter or mail if you wanna chat! :slight_smile:

You can remove that “glossy” look on the standard shader by setting its Metallic parameter to 0. I was able to get a similar look by setting the material’s albedo tint to black and have the lights use a mostly-black version of orange / yellow:

End Result:

Wall Material and Light (ignore the clutter, forum attachment limit):