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商品 Light decal 的媒体 1

描述

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The asset allows you to project textures using lighting onto any geometry. These textures will only be displayed when light from a certain source falls on them and only in the place where the light actually hits.

The system does not use scene capture, but only the material function, which makes it much faster than its analogues.

The system also includes 30 handprints in 4096x4096 resolution and 30 fingerprints in 512x512 resolution.

All the prints were taken from a real person, and no AI technology was used to create them.

Color textures are implemented using three light sources in one place due to the adjustment of color channels. Be careful when using this functionality, as it may affect performance.

Good for horror games where the player has to look for clues.

UPDATE 1.2 (UE 5.6+)

  • Fixed the display of the thirteenth texture;

  • Increased performance;

  • Hand and finger print textures have been added;

  • Added a setting for the limit of the simultaneous number of textures on a single light source;

  • Added the ability to disable changing materials depending on the number of textures on the light source;

  • Added the ability to turn off light sources and fingerprints depending on the distance;

UPDATE 1.1 (UE 5.5+)

  • Added negative sizes support;

  • Fixed Scaling;

  • Added color channels support;

  • Increased performance;

Features:

  • support spot light, point light, rect light;

  • scene capture is not used, only light function;

  • displaying prints only where light hits;

  • dynamic change in material complexity depending on the number of prints in the lighting area;

  • using is similar to using decals;

Limitations:

  • only direct light;

  • one light source can simultaneously illuminate up to 16 textures;

  • works on mobile devices only when using Deferred rendering;

  • does not allow you to change the colors of the prints individually, only the color of the light source itself;

  • MegaLights not supported (you can use it on other lights in the scene, but not on those that display prints);

HOW TO USE:

1)Add BP_UVSpotLight/BP_UVPointLight/BP_UVRectLight component to you flashlight

2)Configure Light intensity, color, etc. inside this component

3)Add BP_UVPrint to the scene

4)Set print texture inside this actor

5)Done!

Optimization Tips:

  • limit the maximum number of textures per light source if you know that there cannot be cases in your game when more than N textures are visible at the same time;

  • unload unnecessary textures from memory using Level Streaming;

  • limit the maximum size of textures to save video memory;

  • Set MaxDrawDistance and MaxUpdateDistrance in prints and lights

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