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CustomLighting
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中国翻译
한국어
Interested in the Unreal Engine?
Visit the Unreal Technology site.
Looking for jobs and company info?
Check out the Epic games site.
Questions about support via UDN?
Contact the UDN Staff
UE3 Home > Materials & Textures > Custom Lighting
UE3 Home > Lighting & Shadows > Custom Lighting
UE3 Home > Lighting Artist > Custom Lighting
UE3 Home > Lighting & Shadows > Custom Lighting
UE3 Home > Lighting Artist > Custom Lighting
Custom Lighting
Document Changelog: Created by Daniel Wright.
Overview
Versions
Settings
Interaction with light types
Inputs
- CustomLighting - The CustomLighting input is where most of the custom lighting flexibility lies. This input will be evaluated for any dynamic zero-area light affecting the surface, and LightVector will be set to the light's direction. Inputs such as CameraVector, LightVector, etc are all in tangent space so hooking max(dot(lightvector, float3(0,0,1)), 0) up to the CustomLighting input will give you basic lambert diffuse lighting using the surface normal (which is 0,0,1 in tangent space). This is the only input that can depend on LightVector.
- CustomLightingDiffuse - This input is evaluated for area dynamic lights (currently just SH lights used with light environments and sky lights) and directional lightmap diffuse. This must not be dependent on a LightVector node.
- Specular and SpecularPower - These inputs are used with custom lighting, but only when calculating specular lighting from directional lightmaps. By using the Specular and SpecularPower inputs you can get the same lightmap specular with Custom Lighting as you would with Phong.
- Emissive, Opacity and Opacity Mask all behave the same as with Phong.
- Diffuse and DiffusePower are not used.
- Normal still affects the Reflection Vector, but it is not used for lighting, except when applying directional lightmaps.
Reconstructing the Phong lighting model for dynamic lighting



Transmission and TwoSided

