I've done a lot of work this week. I've deciphered that adding a new UDMF var for light brightness is redundant. Instead light brightness can be defined by setting a light's R,G, or B values to magnitudes higher than 255.
In addition to this I have also implemented an improved, more natural looking light attenuation formula that can be enabled and configured through the following CVars:
- Code: Select all • Expand view
gl_lightlinearattenuation
gl_lightattenuationcoefficient
By adjusting these values, and using my custom build of GZDoom, you can create natural looking lighting as such:
Further experiments I'm planning:
- Fully integrated self shadowing parallax occlusion mapping
- Rendering of volumetric materials/lights
- Advanced Specular and PBR materials for sprites
- Advanced rendering of image planes with PBR/Spec + depthmapping.
If you want to experiment with this:
GIT Repo
Previous Update:
Spoiler:
Original Post:
Spoiler: