I'm working on a Voxel project for fun and learning. I've been reading up a lot on how this is done and have implemented a simple Voxel map in my project. My question is about the lighting. I've read several articles on how Minecraft implemented lighting. It doesn't seem too complicated but I'm wondering if it's necessary in Unity (and also I'm unsure how I would actually implement that in Unity)
So far I'm just using Point Lights on blocks that should emit light. **Is Unity's Point Light efficient enough on a Voxel map if there are many light sources?** So far on my scene it works OK with several lights on it. Adding many lights slows down the game as expected but since my computer is not a gaming beast I don't know if it's because Unity's Point Light is not optimized for this type of map or if it's just due to my low end computer.
I would like some thoughts from more experienced users on this subject. If you had to develop a Voxel game in Unity, that may include 100 torches and 100 cubes of glowing lava, would you just use the Point Lights?
If the answer is no, is playing with the RGB values of the block textures the way to go?
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