You never knew Roblox’s lighting could be this good.
I’ve developed a script that calculates global illumination using sparse raytracing combined with built-in voxel lighting and shadow mapping. All effects are fully dynamic and calculated as you view them. No imported textured meshes or baked lighting.
Here are a few screenshots:
(First one is with ReShade mod applied)
It’s mainly raycasting from the sun to the surfaces and calculating the angle, color, and intensity of the reflected light based on the material and geometry. There are a few other details for optimization dynamic recalculation though.
Have you thought of or attempted to use this to make volumetric lighting? Something similar to this was accomplished a few years back with the beta FiB builds and it would be pretty nice to see it into effect today.
I have thought about volumetric lighting. Roblox already has screen-space volumetric lighting (aka sun rays). The main problem with that is that it only looks good in certain circumstances, like in those images. I’ll consider adding that effect if I can figure out a good way to update it dynamically. I’ve actually programmed volumetric lighting into Minecraft in the past, but the code for that was totally different.