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frictionalgames.blogspot.com
| | erikmcclure.com
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| | A long, long time ago, in pretty much the same place I'm sitting in right now, I was learning how one would do 2D lighting with soft shadows and discovered the age old adage in 2D graphics: linear gradient lighting looks better than mathematically correct inverse square lighting. Strange. I brushed it off as artistic license and perceptual trickery, but over the years, as I dug into advanced lighting concepts, nothing could explain this.
| | kinematicsoup.com
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| | Linear space lighting is a term that game developers are becoming ever more used to hearing as games reach for the next level of realism with physically based rendering models (PBR). Though linear space and its counterpart, gamma space, are fairly simple and important concepts to understand, many developers don't learn what these terms really mean. This document will define gamma and linear space, how they differ, and how it applies to the Unity engine.
| | blog.johnnovak.net
3.9 parsecs away

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| | Personal blog of John Novak
| | webglfundamentals.org
20.2 parsecs away

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| What's a shader and what's GLSL