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Storybook Fake Lighting [UE4]

A simple UE4 shading experiment inspired by Tails of Iron - I wanted to make some way of creating a scene from flat unlit (100% emissive) 2D assets that involved no actual (baked or dynamic) lights, but instead used a parameters-and-distance-based solution for tinting & brightening - as well as scaling up & darkening as assets get further from world origin's X coord.

The result, with some quick 'n dirty example art assets, through an orthographic camera

The result, with some quick 'n dirty example art assets, through an orthographic camera

Layers - meshes get brightened/darkened & scaled based on distance from the back plane via Material

Layers - meshes get brightened/darkened & scaled based on distance from the back plane via Material

Master Material, with solutions for brightness control and scale via World Position Offset. Adjusting per-material instance values and global parameters would allow for any mood/atmosphere

Master Material, with solutions for brightness control and scale via World Position Offset. Adjusting per-material instance values and global parameters would allow for any mood/atmosphere

Shared Material Function for calculating distance to the back wall X position & getting a value for Lerps

Shared Material Function for calculating distance to the back wall X position & getting a value for Lerps

Optional extra functionality in a material variant for a global colour tint that gets stronger as the asset is darkened by the existing distance stuff - the foreground columns & candles in particular have a visible green tint in this shot

Optional extra functionality in a material variant for a global colour tint that gets stronger as the asset is darkened by the existing distance stuff - the foreground columns & candles in particular have a visible green tint in this shot