Update README.md

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DeMuenu
2026-03-24 16:16:34 +01:00
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@@ -12,12 +12,13 @@ What this includes:
- Point/spotlights editable at runtime. - Point/spotlights editable at runtime.
- A couple of premade shaders (standard, particle). - A couple of premade shaders (standard, particle).
- Premade code handling lights, normals and a Lambertian diffuse. - Premade code handling lights, normals and a Lambertian diffuse.
- Shadow caster planes
Work in progress: Work in progress:
- Water shader - Water shader
- Documentation - Documentation
- More performance testing/improvements - More performance testing/improvements
- Shadow caster planes
Planned: Planned:
- Support for additive baked light maps and ambient lighting in the standard shader. - Support for additive baked light maps and ambient lighting in the standard shader.
@@ -36,9 +37,10 @@ On PC, I haven't encountered any frame drops in the editor at all, even with 400
2. Add the `LightUpdater` component to a GameObject in your scene: 2. Add the `LightUpdater` component to a GameObject in your scene:
- Tweak strength/intensity of the local and remote player if you want them to have an attached light. - Tweak strength/intensity of the local and remote player if you want them to have an attached light.
- Configure the `PlayerShadowMapIndex` if you want players to interact with shadows.
3. For lights, attach `LightdataStorage` to a Transform and configure: 3. For lights, attach `LightdataStorage` to a Transform and configure:
- `range`, `type`, `color`, `intensity`, and `spotAngleDeg`. - `range`, `lightType`, `color`, `intensity`, `spotAngleDeg`, and `shadowMapIndex`.
4. On your light's `LightdataStorage` component, assign your scene's `LightUpdater` to the `Light Updater` field. This allows lights to be added or removed dynamically at runtime. 4. On your light's `LightdataStorage` component, assign your scene's `LightUpdater` to the `Light Updater` field. This allows lights to be added or removed dynamically at runtime.