Hi guys, I realise this question is kind of open, but my team is preparing to embark on a journey where we plan to do lots of weird stuff with lighting.
I’m not all that familiar with deferred rendering in Unity, however I understand the core concept very well as I’ve used it in other engines.
Basically, I want to know how much access we have to the lighting pre-pass in Unity. I haven’t had a lot of free time to investigate this yet, But so far I can’t find more control than simply enabling it, and altering settings on my lights. There are a few additional setting in the Quality pane, but nothing that really lets us get into it’s guts.
The kind of things I’m looking to be able to do is blend dual shadow maps, cast shadows from lights, some crazy stuff like using particles to create shadows in weird places, and maybe even some image effects like bloom in the shadow channel. One key effect though is that I will have a large map indicating a characters field of view, that I would like to be able to draw as an overlay as well.
A lot of this is pretty weird stuff, but we’re quite confidant in the look we’ve come up with,. I just have no idea if this is possible in Unity. If the lighting prepass simply behaved like some kind of texture or camera that we can do what we like with, we would be very happy.
Can anyone shed any light (hehe) on how this is handled in Unity, and if we can access that level of functionality? I’m a coder, so if there is any way of accessing this kind of stuff at a lower level, I’m fine with that.
Thanks a lot
Dave