Can an area light source just be constructed by taking a series of point light sources and placing them all next to each other?
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Why are would real-time area lights be more computationally expensive than real-time point lights? In Unity, real-time area lights are not supported but real-time point lights are. However, both the point light and the square area light can be modeled with relatively simple math as shown in this lecture
Can an area light source just be constructed by taking a series of point light sources and placing them all next to each other?
Why are would real-time area lights be more computationally expensive than real-time point lights? In Unity, real-time area lights are not supported but real-time point lights are. However, both the point light and the square area light can be modeled with relatively simple math as shown in this lecture