Help with realistic underwater submarine ocean lights

Hey! i’m currently working on a project that is basically a game like Lethal Company but underwater. The spaceshift is basically the submarine, however, i can’t really find a good light config.



I was aiming for something dark-blue, eerie, like at the bottom of the ocean, as basically the players are 100-15000m beneath the surface. I was messing with day and night which definetely changes how the lightning works

but i still couldn’t find anything that satisfies me. I tried using future light instead of shadowmap, and used 105, 102, 92 (Flint) as light source, but still, it wasn’t looking THAT good.
There is also a part of the game that the light is turned off:

I can’t tell if it is too dark. it’s the first cutscene of the game that lasts 1 minute and a half.
With that being said, the only thing that i can do is ask you guys for feedback and opinions. Any ideas?

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add light use Atmosphere make the light realistic and don’t use soft let’s make the color looks cyan so it’s gives the feel about under ocean

This is my opinion

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this “cutscene” is when the company still didn’t provide any power to the submarine so i’ll mantain dark. the first 2 images contained lights but still i’m not sure if i’ll mantain them or change. about the atmosphere, thank you for the advice! i’ll try some combinations.

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This realistic submarine looks AWESOME! I’d say the lighting is alright. You should add emergency lights that make the submarine more visible.

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Coming from a Game Designer, i legit couldn’t be happier to receive that message. Thank you so much for that :pray: i’ll definetely add the emergency lights. Again, thank you so much :pray:

i would use Future, a pitch black skybox, set ambient colors to 0, 0, 0, and other settings (cant remember the names) to 0. then, add a warm yellow light to the submarine, maybe a light beam too

I used future light system but it made things worse. I’ll take in consideration the pitch black skybox though.

I used Flint instead of yellow, which is basically the mix of white and yellow when it comes to ilumination. Still, i preferred ShadowMap. I’ll send you some images later to show you results! Thank you for the advice!

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There’s two settings called EnvironmentDiffuseScale and EnvironmentSpecularScale in lighting.
Diffuse adds a blue tint to the entire world, and specular enhances metallic objects by giving them reflections (affects future the most though). Setting them both to 0 removes the effects entirely.

Also the ocean isn’t as deep as fifteen thousand meters, and only goes down to about eleven thousand.

Anyways, looks exciting, and I hope to see more!

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Thank you so much for the tip!

About the depth, i know that! However, as i said, the game is like lethal company, and the stops are based on depth. I wanted to do massive buildings, and i feel like just showing little “progress” at the depth just wouldn’t show much hype, so i increased 2 levels, 10km - 12.5km - 15km. The game currently has 12 stages. However i’m indeed thinking about changing the max depth to 12km, as it’s the Mariana’s Trench depth. The game is also called “Pacifica”, referring that it’s located either near or at the Mariana’s Trench. Thank you for the advice!

Thank you! I love to see people engaged in my projects :heart:

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These were the results:
No-power cutscene


Lights on

I don’t know, something feels a little off. I tried to increase range, brightness, increasing height, but some spots were too bright and others too dark.

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do the lights have shadows? doesn’t look like it to me, unless you’re using ShadowMap

I’m currently using Future
The spots where the block of lights are are too bright, while the corners of the area feel dark. I increased the height of them and increased range but it was either too bright either the same thing happened as mentioned above.

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