I’m looking at implementing diminished lighting that Doom used.
So far I’m using PixelDepth, tweaking it with a distance variable and the multiplying it against the texture. It kinda works but has two draw backs.
- Content has to be tweaked against the distance variable
- It’s got a hard edge on the boundary (see video in unlit mode)
Anyone have any ideas to implement this is a little nicer, smoother and more subtle?
I’m working on this for a VR game so I’d like to avoid Post Processing.