Re: SimSun Shader - Simulated directional light for models
Posted: Sun Feb 20, 2022 3:59 am
Cherno wrote:SimSun can be combined with brightmaps, which I suggest for any light source models.
A SimSun-like feature will be integrated into one of the future GZDoom releases and automaticaly work without the need for GLDEFS entries, so this whole thing can be made obsolete, which I am looking forward to.
I do use brightmaps with the models concerned. I can definitely see that the brightmaps are being respected but SimSun still darkened them more than I would have wanted.
I have to say, I'm also wary of unconditionally applying this to all models as an engine feature, if that's what you suggest is going to happen. I have found several models which, for a variety of reasons, do not look as good with the shader as they do without it. e.g. a model specifically given a skin of game textures so that it blends seamlessly with level architecture, a space satellite floating in space that just looked wrong lit from above, a little floating droid model that for whatever reason simply looked better without the shader, a model that I had spent some time carefully baking subtle lighting onto the skin, a model with quite a dark skin anyway just ended up looking too dark with the shader...
For the majority of models it looked good (really good) but exceptions were common enough that I feel that a blanket "enable or disable" is not appropriate. Some way to opt in or opt out specific skins is needed IMO.