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Standard Shaders (PBR)

AreaLit Shader

Options relevant to the orels1/Standard AreaLit shader


A special variant of the main shader with included AreaLit support. It enables usage of the AreaLit GI system in your world.

AreaLit can be Purchased on Booth here

A demo of ORL Standard with AreaLit integration

AreaLit Dependency

You must import the AreaLit package into the project for the shader to work correctly

AreaLit InspectorAreaLit Inspector

Settings

  • Integrate AreaLit: Toggles AreaLit on and off
  • Enable on Mobile: Allows AreaLit effects to be calculated on mobile platforms
  • Clamp Brightness: Enabled brightness normalization and clamping to prevent brightness spikes
    • Max Brightness: Maximum allowed brightness
  • Opaque Lights: Controls whether or not lights can occlude each other
  • Light Mesh: LightMesh data texture
  • Light Texture 0: The first light texture, usually used for a video screen
  • Light Texture 1: Secondary light texture, can be used for a second screen or any other image-based light
  • Light Texture 2: Usually used for dynamic indirect lighting
  • Light Texture 3: A texture array for static lights
  • Shadowmask: RGBA mask that can be used together with pre-baked shadows. This allows you to bake shadows from individual emissive surfaces and use them in the AreaLit system.
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