Author Topic: Unitys default lighting system for World Political Map Globe Edition?  (Read 286 times)

olle

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The artist I am working with is very keen on playing around with lighting and materials for the globe, continents and so on. He wants to try out ShaderGraph and use the lighting system within Unity. For him to be able do this, I will have to bypass the lighting system and materials used by WPM. Why are all shaders and the sun custom made in WPM? Is there any potential problems with using Unity's default materials and lighting?

Kronnect

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Re: Unitys default lighting system for World Political Map Globe Edition?
« Reply #1 on: November 25, 2020, 10:55:32 AM »
There's a Earth style which uses the Standard Shader. You should be able to modify one of the provided styles and assign your shader. The only consideration for the Earth is to keep the render queue as "Geometry-20" and has "ZWrite Off" to ensure it renders behind other objects and do not clip any line or polygon drawn on the Earth surface.

olle

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Re: Unitys default lighting system for World Political Map Globe Edition?
« Reply #2 on: February 10, 2021, 05:24:16 PM »
What about how you get everything to render using the URP? Is there a predefined style that works with that?

Kronnect

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Re: Unitys default lighting system for World Political Map Globe Edition?
« Reply #3 on: February 10, 2021, 10:22:27 PM »
Most shaders in Globe Edition are unlit and compatible with both built-in and URP pipelines.