

A lot of different game styles could work with a single directional light, with different possible techniques (ceiling/background) for top-down and 1st/3rd-person.
Though I think I found the best way:
NORMAL = (vec3(NORMAL.x, 1.0, NORMAL.z));
EDIT: Actually, diffuse_lambert_wrap
is what I’m looking for. Although for more distinct shadows, the normal editing does look better than the other shading modes.
old edit
This helps make shadows look better (by reducing them) though is not quite perfect. The shadows_disabled
render mode removes the ugly self-shadows (not other cast/diffuse shadows) but also means that objects won’t be dark from just pure darkness. Specifically my issue here is with directional light shadows, and even then it’s because it seems internal mesh can cast a shadow (the shadows are also uglier than floor shadows for some reason).
Volumetric fog seems to tie it all together, working even on unshaded and seems to pair well with a lot of settings to give different aesthetic options. Really fun just iterating on settings (lights, environment, materials, shader) in my test scene with a simple gridmap. But my editor keeps crashing.
I’m feeling a workflow here, and really liking the effort:results ratio. I have a fever dream of a scene and more ideas too.
Does it need to be paid in a specific way? I would like to see the most petty way it could be paid out. I imagine with such a large amount people would quit or refuse to count it.