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Lighting and Shadows Print

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Making scenes readable and atmospheric.

WHAT LIGHTING TYPES EXIST

Directional, like sunlight Point, radiating from a position Spot, cone-shaped Area, from a surface

WHAT BAKED LIGHTING IS

Lighting computed in advance and stored.

WHAT IT PROVIDES

High quality at almost no runtime cost.

WHAT IT COSTS

Static only, and long build times.

WHAT REAL-TIME LIGHTING PROVIDES

Dynamic response to moving lights and objects.

WHAT IT COSTS

Performance, proportional to light count.

WHAT MOST GAMES DO

Combine both: baked for static, real-time for dynamic.

WHAT GLOBAL ILLUMINATION IS

Light bouncing between surfaces.

WHY IT MATTERS

Scenes without it look flat and unnatural.

WHAT SHADOWS COST

Rendering the scene again from each shadow-casting light's view.

WHAT THAT MEANS

Shadow-casting lights are expensive, and their count must be controlled.

WHAT SHADOW QUALITY DEPENDS ON

Resolution of the shadow map, and the distance it covers.

WHAT COMMON ARTEFACTS ARE

Shadows detached from objects Blocky edges Shadows flickering as the camera moves

WHAT TO BUDGET

A limited number of dynamic shadow-casting lights.


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