I've been learning Substance Painter, to be able to make nice realistic PBR textures.
So I built a scene to test my new walls, floor, table, sword, crystals, etc.
I wanted to try to get nice looking lighting, so I grabbed a Light Rays script that has more fully functioning volume-lights (which can be seen even when not looking directly into the light source).
I made a day/night cycle, which is accelerated in this video.
And I made it so you can light wall-torches using the torch that you are carrying!
I also made some "Sensor Lights", which is a light that gets its brightness and color from a Render Texture, which is the view from a camera I place in the scene. So, I set up a camera that looks straight down from above, therefore getting the overall average color and brightness of the world, and sends that info to some lights I've put inside the house, thus emulating a sort of ambient bounce lighting within the house.
Using these Render Textures could be quite handy for other purposes in the future too!
I also learned more about how to use the Realtime Global Illumination in Unity, as well as making reflective surfaces using Reflection Probes.
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Thiefy plans
I'm keen to try to make a full Thief-style level some time, with AIs in it, that can see and hear you, become suspicious, chase you, and search for you, as well as give up and return to their patrol route if you remain undetected.
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An earlier iteration of the same project can be found here...