K
kerihobo
Guest
Wow so much amazing info there. I am actually trying to make my own shader in Unity that will behave exactly like this for a hobby FF7 classic remake that I'm working on in my spare time. I have it working but a few functions I'm not 100% certain about as I don't get identical results.I ended up returning to FF7PC this weekend to do some testing, and I have a better understanding of how the lighting system works.
I'm unsure about a few things:
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[*]the size of the lightbox
[*]How all 3 channels and their axes combine (add, max?)
[*]Whether Global light adds to the overall result like how typical ambient light works, or if it multiplies with vertexColor etc.
[*]If min/max values are -32768/32767, then I expect values seen in MakouReactor are actually so small they should barely equate to the lightbox gradient encompassing the player at all. 3000 for example is less than 10%, that's a very un-moved lightbox, quite close to zero. Even with 3 axes on 3 separate lights (a total of 9 lights seeing as each axis is pretty much a light?). I only seem able to get a similar result by really pushing that box across, like in your Tifa GIF?
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Also if the shader itself has any additional magic going on, like some classic diffuse-wrapping.
Actually I have many more questions, too many, but they could all be answered if there was some nice realtime way I could adjust those light values in the scene, alas MR doesn't preview lighting.
So I was wondering... what was your approach was for adjusting the light for the Tifa GIF? Is there some tool or other way I can use MR?
Lastly, did you come to a conclusion on this one?
Edit: It's been brought to my attention, it's possible that light direction is determined via a vector dot product, and then light intensity is calculated via vector length. I'll have to do more testing later to confirm this. (end edit)
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