Materials, emitting light?

In my level I have those corridors with lights on the ceilings, but also a texture with small lights along the corridors on the ground. Is there a way to make the material of the lights on the floor emit light so it would look like the lights really work? I can put a thousand of point lights with small radius on the ground, but that would take me a lot of time and everything will become so complicated…

That would also be the single worst possible thing you could ever do.

Create a lightmap (google for tutorials on how to do that and begin with the basics and move up slowly).

Yeah, but with lightmaps, those lights won’t be lighting the objects, that go near them.

Chances are neither will tiny point lights with small radiuses.

You’ll just have to fake it with spread out lights using the bare minimum possible, or not worry about it, or redesign the look so the lights are more spread out.

Personally though I don’t think it’ll be an issue to not have them casting light onto other objects, nobody would really notice, but they’d notice the effect of having thousands of point lights.

1- Use lightmaps (oblivionfeet did a good suggestion).
2- You could instantiate a light when the character get near a light source, and destroy it when your character moves away… which is equivalent to has attached a light above character’s head and turn it on/off when it is required.

That’s my current idea.

I like that idea, would take longer to set up, but would certainly do exactly what he’s looking for, without it effecting performance much at all.

Thanks for the advices! I’ll go with a lightmap.

Take a look at Unity - Manual: Self-Illuminated Shader Family ; there you will find information about self illuminated shaders… could be useful.

Or you could look into the deffered rendering pipeline. Unity - Manual: Rendering paths in the Built-in Render Pipeline