166 lines
6.3 KiB
Plaintext
166 lines
6.3 KiB
Plaintext
HARD LIGHT 2D
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Made by: Trino (Twitter: @Trino_dev)
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Contents of this file
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1. What is it?
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2. What does it do?
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3. What does it not do?
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4. How do I use it?
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5. What does X variable do? / How can I tweak it?
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6. How can I get better performance?
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7. Triggers don't cast shadows (IMPORTANT)
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8. My collider shape is not updating for the lights (IMPORTANT)
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9. The shadows coming from Boxes/Circles look weird (IMPORTANT)
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10. I want to use my own shader
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11. How can I hide the lights on the Scene view?
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12. Should it be working while in Edit mode?
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13. There's something wrong / How can I contact you?
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1. What is it?
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- It is a 2D point light system whose shadows are completely sharp.
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- It is designed to be used with an orthographic camera and coexist with 2D
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renderers (e.g., sprites, lines or tilemaps).
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2. What does it do?
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Every light detects every 2D collider on its range and creates a planar 3D
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mesh around it's position taking the shape of a shadow casting point light.
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Supported colliders:
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- BoxCollider2D
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- CircleCollider2D
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- EdgeCollider2D
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- PolygonCollider2D
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- CompositeCollider2D
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3. What does it not do?
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- It does not darken the scene, the "shadows" are simply the area where the
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light does not reach and will be as dark as your scene is by default.
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- It does not offer any functionality gameplay-wise like fog of war or
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sending a message to lit colliders.
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4. How do I use it?
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1. Drag the prefab "Light2D" on your scene and drop it wherever you please
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(The position on the Z axis does not affect the result).
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2. You can safely break the prefab link.
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3. Tweak it's properties.
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5. What does X variable do? / How can I tweak it?
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Every variable on the Inspector view has it's own tooltip, you need only
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hover your mouse over the variable name to read it.
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The demo scene also features a variety of cases where almost every light has
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a different setup.
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6. How can I get better performance?
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* Note: If no light or collider is calling for an update, all
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calculations should automatically stop.
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There are some cases where performance will drop:
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- Too many lights moving around.
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- Too many shadow casters (specially complex ones) moving/rotating/scaling
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within range of a light.
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- Too many shadow casters actively intersecting with each other within range
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of a light.
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- Too many shadow casters being instantiated frequently.
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- Any combination of the previous cases.
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Consider:
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- Reducing the amount of shadow casters by tweaking the variables under the
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Filtering Settings.
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- Referencing a camera on the Optimization Settings to enable culling.
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- Enabling Calculate Only Once on the Optimization Settings whenever possible
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(e.g., background/static lights)
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- Breaking big/complex Tilemaps (using CompositeCollider2D) into smaller
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squarish chunks.
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7. Triggers don't cast shadows (IMPORTANT)
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This was a deliberate choice in the name of statistics and performance.
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One of the reasons being that triggers are generally used to detect other
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objects and not to block physical things such as rigidbodies or light rays.
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It could be enabled as an option on a future update if the demand is high, so
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don't hesitate on letting me know your opinion.
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8. My collider shape is not updating for the lights (IMPORTANT)
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* Note: "Shape" refers to the collider's settings (e.g., the points on a
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PolygonCollider2D), any change to the Transform should be updated
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automatically.
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One of the steps taken to optimize this script is to store the initial shape
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of any collider (The first time it's in range of any light) and base every
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calculation around that.
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Despite this, it is possible to manually update a collider's shape:
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- While in Edit mode, where you are constantly changing colliders (e.g.,
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building a tilemap) you can update every collider by going to
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HardLight2D > "Refresh collider references" in Unity's main menu.
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- While on Play mode you can update a single collider's shape by calling
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"HardLight2DManager.RefreshColliderReference(yourCollider)" from any script.
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(Keep in mind that this function WILL create memory garbage everytime it's
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called and may be very heavy depending on the collider's complexity)
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9. The shadows coming from Boxes/Circles look weird (IMPORTANT)
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Either as an optimization step or one of many other reasons, some collider's
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shadow shape can change depending on it's proximity or angle relative to the
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light source.
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As long as the collider's sprite cover's it's entire area and no light
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source goes inside it, it should look natural.
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10. I want to use my own shader
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If you want to use a different shader and be able to use the color and
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intensity properties, all you need is to have your shader's main color
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property be named "_Color" and tag it with a [PerRendererData] attribute.
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11. How can I hide the lights on the Scene view?
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Since the prefab uses the "TransparentFX" Layer by default, you can toggle
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it's scene visibility on the "Layers" dropdown on the top right corner of
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the Unity window (next to the "Layout" dropdown).
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12. Should it be working while in Edit mode?
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* Note: Some lights may fail to update while on Edit mode. Moving them
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around a bit should fix that.
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Yes, although it relies on the Gizmo system, meaning there are a couple of
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scenarios where it won't auto update while on edit mode:
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- Gizmos are toggled off.
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- HardLight2D is disabled on the Gizmos dropdown.
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- The HardLight2D script is minimized on the Inspector window.
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- Light's are hidden in the Scene view.
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13. There's something wrong / How can I contact you?
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You're welcome to write a review on the Asset Store page, although you can
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always write me a direct message on Twitter (@Trino_dev) for a faster
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response.
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If you don't use Twitter and still want a faster response than writing on
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the Asset Store page, you can email me at trino.vidya@gmail.com |