Skip to main content

3D Lighting and Materials

  • Chapter
  • First Online:
Moving from Unity to Godot

Abstract

This chapter focuses on Lighting and Materials in Godot, specifically for 3D. Here, we’ll focus on Godot’s standard material and light types and then explore its two major lighting systems: Global Illumination and Light Baking. By understanding and using these techniques, you’ll effectively transition from Unity to Godot’s lighting system, and you’ll be able to configure Godot scenes to achieve high-quality visual results in 3D. It must first be admitted, however, that Godot’s lighting system is rudimentary compared to the newer HDRP (High Definition Render Pipeline) in Unity. In the Unity HDRP, we see an extensive, real-time PBR system for easily creating high-quality scenes, by tweaking just a few settings and materials. Godot, by contrast, is more limited in its lighting features out of the box. But still, that being said, Godot is capable of delivering high-quality lighting that makes a 3D scene compelling. Although a PBR workflow is supported and features exist to achieve a photo-realistic finish, the results are often performance intensive for many systems. This means that Godot may not be the right choice, right now, for a “photo-realistic” game. But that still leaves us many options and styles. We’ll explore lighting in this context throughout the chapter.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 44.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 59.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Author information

Authors and Affiliations

Authors

Rights and permissions

Reprints and permissions

Copyright information

© 2020 Alan Thorn

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

Thorn, A. (2020). 3D Lighting and Materials. In: Moving from Unity to Godot. Apress, Berkeley, CA. https://doi.org/10.1007/978-1-4842-5908-5_5

Download citation

Publish with us

Policies and ethics