So I’m sitting with a bit of a peculiar situation. I’m working on a game that has a heavy emphasis on light and dark. Now, adding light - as we know is simple, it uses additive blending and creates a brightness around the light source, but what about using subtractive blending to create a darklight that “saps” light away. I’ve been digging through old threads, but most of them are several years old, and what I’ve described above was achievable in unity 5.x using deferred rendering but since the release of 2017.x this no longer seems possible.
I don’t have much experience coding shaders, so I could really do with some help. Does someone have some information they can point me to, or a possible a workaround script to create this “darklight”? Any help would be much appreciated. Thanks!