Self Study 5


This week's self-study was focused on improving our lighting skills and learinign about Shadergraph in Unity. 

The above scene was made by following "LIGHTING in Unity" by Brackeys. This tutorial went through baked lighting, allowing you to simulate natural reflective light. Post-processing effects were used at the end.


"Basics of Shader Graph - Unity Tutorial" by Brackeys explores using Shadergraphs to create interesting textures. Here is a glowing animated texture on Suzanne.


To create the changes in scene lighting, I used both baked lighting and realtime lighting. A light-emitting material was applied to the spheres, which were marked as static to be included in the light baking. I used point lights on and around the obelisk, adjusting their size and intensity. In hindsight, the cenotaph lights should have been static and the sphere lights realtime, but oh well. I also could have used post-processing effects to further change lighting.


To demonstrate the Shadergraph, I created a hologramic sea in my scene. I wanted to create water because the shadergraph actually gives the object depth, which interested me. I found shadergraphs tutorials on water and force field creation to be useful.