QUOTE (CriticalMass @ Nov 3 2010, 03:14 AM)
There's already a directional light from opposite direction. It's cyan though... which is the opposite of the radiosity light you'd be getting from (yellow from the earth or the sand... the backlight instead is set high to emulate the sky refraction). You probably mean only in the x axis, but then you'd have 3 directional lights and an ambient in a daylight scene. It's not as cost-effective in real-time as it is in a pre-render like the one you showed, though. If you need to use 3 directional lights and an ambient in a real-time daylight, there are more viable choices out there that will result in better (or similar) result while under a better performance. Or if you want to go overkill, there's always Sony Spherical Harmonics haha.
Alternatively everything could just be set using the existing lights in scene, but I don't think Pelikan would like to miss the backlights.
Runs demo again,
When I wrote that post, I didn't study the demo at that point, I just know that a good lighting rig is key.
and was tired of seeing all the re-contrast posts.
No, the x axis's would just brighten up the front of the model. ( if x is back and forward in unity that is) that wouldn't look right,
Anyhow,looking again at the demo and seeing As Pelikan has got a decent lighting rig set up. the only thing to do is tweak the lighting a bit more to brighten up the scene,
Perhaps just add a bit to the ambient light and subtract from the other lights. ( I'm looking at how the shadows are not so easy on the eyes )
(there are plenty of other combinations he could try out besides the above mentioned.)
I've already set up some lighting tests for Sonic CD Remix using C4 game engine about a year back.
performance cost seems non existent with multiple lights and it looks fantastic.
(even better than the pre render since the pre render was something quick I tossed together as an un-tweaked physics test level.)
This post has been edited by Andrew75: 03 November 2010 - 12:48 PM