I haven't checked it out myself, but I want to congratulate you anyway on your progress!
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That'll be interesting in VR!I am also testing the ability for the user to pick a 'filter' for the view so you can make it more cinematic if you want, or maybe even black and white like an old movie.
Actually being able to SEE something? Sounds like a pretty good idea.I am adding a lantern for the user to light their immediate area so they can actually see things while walking around at night.
Now that the lighting is about as world accurate as you can get, the moon really doesn't put out much light, lol. It is amazing how stylized lighting is in games that you never really notice until you move to fully physical lighting and it doesn't have that 'slightly lit' appearance all the time. Here is an accurate shot from a full moon, instead of that sliver that is above.Good luck with the remainder of the work, @Flannery! Hopefully you'll have fun doing it too.
That'll be interesting in VR!
Actually being able to SEE something? Sounds like a pretty good idea.
HA! I am not an artist and have not mastered the amount of crazy math that goes into lighting, so that is not a scratch build for sure. The world lighting is Tenkoku with an open source volumetric component on it (that will be more visible soon) and the GI is now being done using SEGI which is a beta lighting solution that is amazing, though CPU intensive. I tried about 30 hours to get the Unity built in lighting looking good, and though it was passable it just wasn't 'right' and it bugged me to no end.Very nice work with the lighting! Did you write this system from scratch or does it build on Unity's own lighting?