A small and simple little tweak to custom lighting on a shader. It ignores the normals near to the light source to create a soft bleed-through effect, like a directionless subsurface scattering.

There's also a slightly hue shift towards the edges of the light radius to create a more interesting palette.

I think a game could build a really unique and interesting art style using this type of lighting - just really committing to keeping everything lit in a soft candle-like way. I hope to build up some assets that work with that aesthetic and see what comes out of it.
Howie Day
2022-07-11 22:08:22 +0000 UTC