Adding Dynamic Lights to 3D Pixel Shaders (Patreon)
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Ever since the original creator t3ssel8r dropped the video on his dynamic light material combined with Unity Particle system i had to know how that was done, at first i kept thinking if he had done with with a light source or not but there wasnt any way for me to tell or be sure of, I decided to use NedmakesGames toon shaders custom multiple light support to achieve this effect but just recently the grass shader dev Minions Art made a new video about explaining how Legend of Zelda Wind walker Lights worked and it used a fake lighting technique called 'StencilLight' Its basically an overlay shader on a mesh that acts as a fake light and brightens up anything thats iniside the meshes surface, it was easy to implement and now it works like a charm!
> How it works
The lights shown in the scene are not real lights, they are just sphere mesh with StencilLight shader applied on them, by adding a new mesh and scaling it down we can get that toon like light effect
> Note on How t3ssel8r used this same effect
he used a built in render pipe line, unlike me who is using the urp (universal render pipeline) the StencilLight effect shader written by Minions art has 2 different version, One for Standard and one for urp, since urp dsnt like Multiple Passes on a compute shader thus the urp version uses 2 different material on the desired mesh for Masking and the Light effect, However the Standard version can do both masking and color effect at the same shader with mutiple passes thus t3ssel8r is using a standard rendering which allows him to use the light sphere mesh as thr instance to render and the StencilLightColor Shader as its main material.