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Date of Recording: 2021-01-30 Bit more work on lighting this week, including a sneak peek at the in-engine components. A quick and dirty light volume shader uses the existing depthnormals pass I'm rendering to compute some pixel-art appropriate approximation of deferred lighting without having to re-render any geometry the way Unity's default forward rendering pipeline does, allowing for a lot more lights in scene without too much overhead. Just for fun, I also implemented a screenspace shadow option which raymarches the depth map. It may be useful for creating pixel-accurate contact shadows at higher light eccentricities. In the future, I will likely move the entire engine over to a fully deferred pipeline, but this is not a priority for now. music: lofi hip hop to [chill/dance/study/relax/rage/party/sleep] to by Virtual Boy is licensed under a Creative Commons License.

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