Normal and Specular for Sprites

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Normal and Specular for Sprites

Postby furyweb » Fri Dec 28, 2018 7:31 pm

I know we have PBR for textures, but how about normal and specular for sprites? Or is it something that will never happen?.
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Joined: 30 Aug 2018
Location: UK

Re: Normal and Specular for Sprites

Postby Graf Zahl » Sat Dec 29, 2018 2:29 am

How would you define a normal for something that is just supposed to be a 2D projection of a 3D object that looks fake no matter what you do? For this reason there is no per-pixel lighting on sprites to begin with.
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Graf Zahl
Lead GZDoom Developer
Joined: 19 Jul 2003
Location: Germany

Re: Normal and Specular for Sprites

Postby Nash » Sat Dec 29, 2018 2:44 am

Due to the nature of billboarding techniques (the quad constantly rotating to face the camera), per pixel lighting on sprites would look bad in motion anyway as the lighting on the sprite will constantly change depending on how you look at it.

For example, in a very dark room, a light source standing behind a monster would not light the monster (producing a dark silhouette of the sprite), but if you move around the opposite side so that the light source is now in front of the monster (relative to your current position), suddenly the monster will be brightly lit. It looks terrible. :D
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Nash Muhandes
Joined: 27 Oct 2003
Location: Kuala Lumpur, Malaysia

Re: Normal and Specular for Sprites

Postby Polly Bardhood » Sun Jan 27, 2019 3:38 pm

I don't know if it's possible to apply a parallax mapping shader that now works with textures, could give some 3d effect to them but if it's too much load on the engine then it's a bad idea?
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