Early implementation of clustered lighting

Warning: API subject to change

http://playcanvas.github.io/#/graphics/clustered-lighting

From @LeXXik

The renderer will see all visible clustered lights and form a bounding box around them. That box is then divided into amount of cells, which you specify with clusteredLightingCells property. The clusteredLightingMaxLights is a max amount of lights per each cell. If your bounding box is too large (the clustered lights are spread out far across your world), you would need to have more cells, to make them smaller. Good amount is up to 500, I guess, for mobiles, but you should test on target device. The advice here is to disable far away lights, so the bounding box is always small enough.

Yes, as this is an early implementation, not all features are available yet. Yes, it uses linear fall off, no specular/shadows at the moment…

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