LED Display Simulation - Emission Shader & Movie Texture?

Hi all

I’m working on a simulation of an LED Display wall - so I want to have a material that is a movie texture (that plays some content) while it also has to emit light - like real LED would do. I want the LED wall’s light to reflect on the surrounding meshes, walls, etc.

Best case would be some kind of shader that makes every pixel on that LED wall to emit light in the color it is currently showing… instead of having the material emit light in the average color of the currently played content…

Does this make sense?

How would you approach this? Thanks!

Making the wall emissive should be easy. With reflection probes set to realtime or something like screenspace reflections, the surroundings would also reflect this. It would not affect diffuse lighting through. For that you could place some (realtime) lights that change colors according to the LED display. I would not recommend doing that for every individual pixel, but you can do it for groups of pixels using a subsampled version of the movie texture.

For optimal performance, you want to do the whole diffuse lighting on the GPU side. Which is a bit more complex than just setting the light colors through a script. (Which you should probably do first to test the expected result.) To do it on the GPU side completely, you have to subsample the movie texture using a shader and then add custom lights that take their color from the subsampled movie texture. This is entirely a CommandBuffer thing.

Thanks for your reply. How would you make the wall emissive? Because I’m having a Movie Player overriding the wall texture to show the video right now. Sorry I’m quite a newbie. And how do I need to setup the material for the surrounding objects to reflect the light?