I want to share lighting techniques and tips on the WebGL platform here
Web GL is a platform that stands between mobile and the new generation
You can run your game on powerful computers, but you have mobile limitations !!!
So you have to use certain solutions …
note: I will update the topic if i found a new tips and videos …
You have two options: WebGL 1 (OpenGL ES2.0) WebGL 2 (OpenGL ES3.0)
WebGL 1 (OpenGL ES2.0) Limitations:
No linear color space
No precomputed realtme GI Forward Rendering only
.Only gamma color space
I’m sorry…fixed… I will update the workflow guide step by step in video and screenshots in the next week…currently i don’t have powerful pc now(i have notebook)
I had to write OpenGL ES 2.0 and OpenGL ES 3.0
WebGL 1 and WebGL 2
When your all lights are in the realtime mode, then bake the lightmap, you have only baked ambient light. also you can enable Ambient Occlusion in baking window
This grass texture is from LightingOptimizationTutorialasset
The main thing in grass lighting is the shadows that can be simulated using ambient occlusion image effect
New tutorial for nextgen outdoor lighting on WebGL 2 will be available after edit and upload:
Spec:
Built-In pipeline
Linear color space
Deferred rendering path
Post Processing Stack
Running on the Chrome
Note: No other asset used (no paid asset used)