Let There Be (Unified) Light! Unified Lighting Enters Studio Beta

This. It would make illuminating stuff the player can’t even see so easy - because it’s annoying to have to abide by the future light limit (where lights start evaporating/tweaking at some large-ish number). I really would like to also see finer control over some thing nobody mentions - like AO intensity and whether it’s enabled or not (shadowmap has always had stronger AO, but what if you have a cartoony game that doesn’t need AO but you want shadows?), alongside more control to the developer (such as better bloom, and such).

Everyone is excited for how nice the lighting is gonna look now for me i am happy about not having to worry about lag anymore, Thanks Roblox for this amazing update

I was looking forward for this for a “low quality” setting, but

Is there any plans for these to be scriptable, maybe also with lighting.technology?

2 Likes


is that new light update? or my Studio is broken. i didn’t saw this before

1 Like

One major thing that I hope to see with this newer lighting atinuation system is Inner and outer cones for spotlights and surface lights. and or Cookies/gobo’s.

for example

The inner cone is the brightest and the outer cone is where it transitions from brightest to no light is.

or cookies/gobos
image
where an image can mask out the light

14 Likes

gpu programming coming next trust me

3 Likes

Sorry if this is irrelevant but I wonder if we could have a new light source instance. I’d call it an AllSurfaceLight. Basically it’s a hybrid between a PointLight and SurfaceLight in that it applies omnidirectional light but rather than a single point, the lights comes from the parent’s surface dimensions like a SurfaceLight.

My use case would be to produce realistic long lights, for example long fluorescent tubes. Instead of needing to use and control at least four seperate SurfaceLights.

7 Likes

So what happens if we try to upload our game with a different lighting mode, does it default to future or?

1 Like

I see no difference but atleast yall listened to me.

1 Like

That would be insanely good for devs who want to make their own pipelines! But it does come at the cost of vunerabilities.

1 Like

I thought Christmas was over, apparently the gifts giving season is not over yet with these amazing updates!

1 Like

This looks promising :eyes:

We’ve been wanting an update like this for a looooong time, and it might just be happening!

2 Likes

Let’s light up the night! That’s gonna be fun.

1 Like

Literally impossible to implement on ROBLOX for now. ROBLOX need to pick an API for programming, and you have to watch out for who’s playing because you’d have to code it to fit them too, otherwise whatever you made shatters.

1 Like

not sure why but your comment vaguely reminded me of Katy Perry’s - Firework lol

Anyways, I’m glad the lighting is getting some more attention, the extended range is surely going to make for some interesting showcases.

1 Like


is there any mistake but i think the left one shadow is better alot with more clear shape

2 Likes

The point is to showcase the Lighting.PrioritizeLightingQuality, where it has better scaling (and is technically “Better” for performance since shadowmaps are rendered at closer distances only)

1 Like

image

Can’t find the property :frowning:

Oops sorry Lock pressed the wrong reply button :flushed:

Would it be possible to get a separate setting for terrain texture blending

would be nice to have soft terrain textures with realistic lighting

7 Likes

Finally some form of lighting update instead of yet another UI reskin. Too bad its too little too late. But anything is better than nothing.

3 Likes