How to achieve PS1 style Lighting | In-Depth Tutorial

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ความคิดเห็น • 9

  • @MehdiLahlouMimi
    @MehdiLahlouMimi ปีที่แล้ว +4

    Awesome video, keep going my friend !

  • @hedprotag
    @hedprotag ปีที่แล้ว +5

    Amazing!
    Are you going to make a video on how to achieve post processing effects like Fog and what not without using the haunted PSX render pipeline? Been trying to figure out a way to get those same nice looking post processing fx but on URP

    • @aidencantcode
      @aidencantcode  ปีที่แล้ว +4

      yh gimme a few days ill make one that uses urp

  • @h0f333
    @h0f333 ปีที่แล้ว +1

    Which PSXEffects are you using? can you show me.. please

  • @Khoura
    @Khoura ปีที่แล้ว

    More please

  • @litjellyfish
    @litjellyfish 6 หลายเดือนก่อน +4

    What do you mean silent hill has not real light. it has. Its a spot light with fall off that calculate the the vertex color of the vertices. And mixes / update it with the static vertex color data.

    • @aidencantcode
      @aidencantcode  6 หลายเดือนก่อน +2

      if you breakdown the game textures you will find that for each sprite texture there is a lit version of it where the light colors are directly painted on the textures so in comparison to how modern engines calculate light, ps1 games didnt they mostly used vertex lighting

    • @litjellyfish
      @litjellyfish 6 หลายเดือนก่อน +2

      @@aidencantcode ah ids but it’s still real light calculations. I mean it’s just different quality. Even today you can say it’s not real light.
      I meant that in many PS1 games light was precalced or faked while in silent hill they had a decent detailed mesh where they calculated where the light cone intersected it and added vertex color to darker the textured polygons.
      So the light calculations are real. Then the quality / how they darkened / rendered the effects was of course simpler than today as this was mostly the only possible way.
      Even today you calculate a light cone and then use either light maps (like 20y ago) or today just a shader. Still in some way it’s not more real than before. Just having better / more detailed ways to render the fx.
      Hope it makes it clearer what I mean with that silent hill has really light effect?
      As example some games just check the cone and not the polygon direction to simplify it making the back of objects rhsf was in the light still illuminated.
      Or sometime light was prebaked with different sets and just interpolated / animated between sets to fake moving / changing lights.
      So for the time every magazine and everyone who saw silent hill said “wow this game have real realtime lighting “ - which it had from the context of the time and era :)

    • @litjellyfish
      @litjellyfish 6 หลายเดือนก่อน +1

      @@aidencantcode and in many cases as you said they did not even have two sets of textures as it took to much space and performance so they just darkened the texture down with vertex colors.
      The PS1 version of alone in the dark 4 that has prerendered 2D backgrounds had as you said two versions. A non lit and a lit. Where they did not really use vertex color. Similar tech. Light cone on a simplified “collision mesh” and then they used it to draw polygons with the lit texture and blended they to the unlit image using vertex color alpha.
      Good part with this what as you said they had a lit version where they also could have cast shadows etc. of course those case shadows was static still as the camera was fixed and you usually just moved along a path and just used the flash light to illuminate in front of you (and maybe turn a little left or right on the spot) it was a very convincing effect. And it still stand today good I think. Alone in the dark PS1 upscaled in emulators with some filters almost look PS2.
      Good chat btw. Made my day brighter. Thanks 💚☀️👍