For Static Sky we want to render a neon, cyberpunk world that runs smoothly on an iPad. In this blog post, we’ll outline a roadmap for a series of updates that will go into detail on how we are doing that.
I’ve been spending the past month more-or-less focused on the rendering side of Static Sky, and over the coming weeks, I’ll be writing a series of posts covering the techniques we are using. My plan so far is:
We yanked out Unity’s lighting system and replaced it with our own, super fast one that’s specialised for rendering tons of bumped dynamic lights at 60FPS
Using these shading models, we were able to get a much more vibrant and realistic look than what’s normally available.
- Part 1: The model explained
- Part 2: Optimizing with lookup tables
- Part 3: How the workflow works
Glow & Image Effects
For our GDC demo, we used a traditional alpha-keyed glow (optimised like mad, of course). For the actual game, we’ve adopted techniques that help make our physically based shaders really shine, including an inexpensive hack that fakes HDR (we call it XDR, eXtended Dynamic Range, and I will go over how we did it and how we made it fast) and filmic tone mapping.
- Part 1: Glow
- Part 2: Tonemapping
- Part 3: Optimization