Point lighting
Light attenuation
This project demonstrates a featured, customizable lighting system in Unreal Engine achieving a lighting style similar to The Legend of Zelda: The Wind Waker. The implementation is done using an unlit surface shader which computes lighting using the Phong lighting model. The result of the computation are easily customizable to achieve simple, cartoon lighting undisturbed by anti-aliasing artifacts often present in implementations done in post-processing.
Model from Dungeon Mason's RPG Hero Squad:
https://www.fab.com/listings/fcc5b0f4-feb2-4868-8642-60d1a26fcdea
More information regarding motivation, implementation, and future work can be found in the accompanying blog post (coming soon)!