Okay.
So in today's lesson we're going to be having a look at the lighting section in explorer.
In the explorer.
Now this is quite cool because this is the first time that we're kind of looking away from the workspace
now and looking at some of the other areas in the explorer.
There's a lot of areas in the explorer that are mostly to do with scripting.
However, a couple of them we can be introduced to now.
So we can have a look at the lighting section so we can close the workspace.
We'll leave it open, but open up the lighting section.
And what the lighting section does is it controls the lighting in your game and the surroundings.
Okay.
Is the two things that it controls.
So you most likely already have some stuff there.
So we have an atmosphere, a sky, a bloom, depth of field and sun rays.
Now these are all effects that you can add into your game to change how how things look.
So if I was to select all these and delete them apart from the sky, it just looks a bit less.
It just looks a bit different.
Basically, it looks less realistic.
I guess you could say then if all these effects are on, okay, we're not going to talk too much about
these effects because there's quite a lot and to be honest, they make a very subtle difference.
But it might be something that you want to have a quick look into and try out with.
But I mean these are on by default anyway, so I'm not going to talk too much about them.
There's a couple I'm going to, but the ones I've selected here, um, definitely have a look at and
try out with, but we're not going to talk too much about them today.
The first thing I'm going to talk about is the actual properties of the lighting section.
Now, we did touch on this a few lessons ago.
When we're looking at lighting, we change the clock client lock clock time, and we're going to have
a look at some other properties that I've also available in the lighting section.
Now, um, again, we're not going to look at all of these, just a couple that I think are the most
useful.
First off is brightness okay.
You can increase and decrease the brightness of your game.
So could be good if you're maybe wanting to, um, I don't know if you want it to be night nights.
For example, you might want to decrease the brightness a bit or, um, I don't know, just change the
brightness if you, if you, if you wish to hear, um, like that, let's change back to the default,
which would be three.
Okay.
Um, global shadows is where the shadows are on globally.
Okay.
So you can see the spawn location here is a very small shadow here and here.
If we turn this off, there's now no shadow at all.
I wouldn't recommend having that off because your game looks a bit weird and not very realistic if shadows
are off.
But, um.
Yeah.
Um, and then we also have clock time as well, which we touched on a little bit a few lessons ago,
but this is basically the time of day it is.
So these properties are basically are linked together.
So set it to zero and it's midnight.
Set it to two and it's 2:00 in the morning.
Or set it to 14 and it's 2:00 in the afternoon.
So it uses 24 hour format instead of just 12 hour format.
Okay.
Um, but it's a good one for you to use.
So there are some other properties in the lighting section.
Again, I think just because, um, you're not going to be using this too much, we're not going to
go into all of the different effects and stuff, but maybe we can just touch on a couple.
Um, so atmosphere, you can change the density.
So let's see what happens with increase and decrease density.
As you can see there, the effect that it kind of makes like that's there okay.
And well let's change that back.
Um.
The defaults 14.5.
By the way, 230 is the default and also offset as well, which I guess is.
Offsetting.
As you can see, it kind of moving in the background.
Okay.
Um, let's change it back to what it was.
What it was.
Color as well.
You can change the color of the atmosphere if you wanted to.
You can't really see it too well, but it's a subtle tint of it, I guess.
Um, bloom, you can see you can just change the intensity of it versus from 0 to 1 and the size of
bloom as well.
But again, some of these, you can't even really tell the difference.
That's why we're not really covering them.
Too much depth of field.
Same kind of thing.
This wasn't even enabled.
But if you do turn it enabled can't actually see a difference.
This one.
And then sunrays as well I think is one that you can't really tell the difference too much.
Look at the sun.
I can't particularly too much.
I think these are all very subtle, subtle differences that combine.
They make a slightly larger difference overall.
It's just making everything look a bit more realistic, that's all.
But they are there by default, so don't worry about them too much, especially at this area.
This part in the course.
Maybe later on we can have a look at them in a bit more detail.
Okay.
The main thing I want to look at is the sky section.
Okay.
So this is one that we are going to look at quite a lot.
This is pretty cool.
It allows you to change the background of your game okay.
So we have here celestial bodies shown this is basically is the sun and sun on.
So if you don't want the sun visible which some games you might not want it to be, you can change.
It also counts for the moon as well.
Star count.
So at night how many stars are there?
Moon angular size, how big the moon is and sun angular size.
How big the sun is.
Okay, but you see all these asset IDs here, all these numbers here.
Now this is quite cool.
You can actually change the eye.
You can add an image to change the background, which is quite cool.
Let's go to the toolbox.
Let's go to images.
And let's find a background for the game.
Okay.
So search our background.
If we can find anything or the better, better thing to search up.
Might be a skybox.
And these will give you different skyboxes that you can add in.
So let's maybe add in.
Um hmm.
Let's go for a nighttime one.
Okay.
So let's copy this ID here.
And then let's go into the sky and let's change maybe the back one.
So let's delete that and put in our own number.
Paste that.
And where is it?
Here it is.
You can see it changes the.
The image of it behind it like that better.
So it looks like just one massive part.
But you can never reach this.
It's always it will always generate more up to a certain point.
Okay.
Um, so this is this is pretty cool to add into your game.
Um, the only issue is if we were to say we change another one, let's say, let's say change the left
one.
Changes it.
Here you can probably start to see an issue, which is that it's, it's it's a single texture.
So it doesn't it doesn't work nice when you put it together like there's a massive line down it in,
the textures don't match up.
And if we were to do that for the rest of them, says Inc, let's put them all into all of the ones.
So these are all the different phases.
So the front one, the back one, bottom one, that kind of stuff, and it's all over like that.
You can see how it starts to become not that realistic because it's all the same texture.
So when you are making these some when you add them in, they actually have six different ones for the
top, at the bottom, that kind of stuff.
Let's see if there are any that do that.
I don't think they do.
Um, no, not a lot of them do.
So this is one kind of downside to using this, which is that, um, because the textures are the same,
it might not be that realistic, but it's still still quite cool to add in.
And if you if you wanted one that's just you're not really interested about it being realistic.
You just want a cool background.
This is the best way to do it.
Okay, so really cool idea to do.
And again you can see how maybe you might want to turn the the moon or the sun off by just going to
sky and turning celestial bodies off like that.
Okay, cool.
I'm going to change these back though.
Um, so let's just go back a bit and get back to the original.
Okay.
Perfect.
Two more things I want to show you before we finish off for today.
Okay.
Um, is two extra things to add in to the lighting section.
Okay.
And that is a color correction effect and a blur effect.
Okay.
Now these are two these are two more effects which I think are quite simple to use and can be quite
useful.
So I am going to talk about them compared to the other ones.
First one quite obvious is blur.
Okay.
Um, these can be quite good for a very subtle effect.
And I'm going to talk about how you can use color correction and blur together to make quite cool effects.
So obviously you can change whether it's enabled or not.
Okay.
And you can change the size size of the bar.
So it can be very subtle blur or it can be a very obvious blur.
Okay.
This is often used for like menus to games.
So if you're on a main menu sometimes they blur the back of the screen, um, for a cool effect.
So this could be something that you could add into scripting later on in the course.
Um, but we can set it back to you can set it to five.
So it's a very subtle blur here.
You can see how maybe it looks quite hot because it's, um, you can kind of see the haze of the sun.
Um, looks like it's hotter than if you set it to zero.
If I change it to you, not see, it looks a bit warmer.
It's just the subtle effects that can give your game some kind of environment, that it may kind of
give it an impression that it has some kind of certain environment.
The color correction effects are quite cool, one as well.
Turn this enabled on and increase the brightness, and your game can show a certain tint color.
So you could change this color to any color here.
And you can see you're making it any color, which is quite cool.
So what I want to show you with this is if we add this to like a, um, very subtle brown kind of.
Yellow cream kind of color.
About like this here.
And that maybe decrease was even a bit more as well.
Um, and it's turn the blur on.
Does it kind of look like we're in the desert?
I think it does a little bit.
Um, so if you're making a desert game or a part of your game is situated in a desert, it's quite cool
to add these little effects in that really make a big difference.
Trying to, um, make the player feel like they're actually in the desert or in this certain area.
Okay.
Um, if you're, um, I don't know what other examples.
If you're in the, um, if you're in the bottom of the ocean, for example, maybe you want to change
the, um, color correction to a nice blue blue color.
Um, see if we could maybe do that.
The blues and more purple purply, I think.
But maybe you're like really far down the ocean.
Maybe you want to change like this.
So it looks like you're kind of under the water a bit, but I think they're just really cool effects
you can add in and there's not many properties to them.
So that's why I wanted to introduce you to those two.
But um, definitely have a play around and definitely use those if you're trying to make some kind of,
um, biome or like some kind of area, you're trying to make the play actually feel like they're there.
So some really cool effects you can add in to make your game look a lot more realistic.
Okay, so as I always say, have a play around with those and um, try out some different combinations
and yeah, and join my next lesson where we're going to have a look at sounds.