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  • Spire now uses a single pass forward shader instead of unitys deferred pipeline. This enables MSAA for anti-aliasing instead of expensive post-AA solutions. We also get a slight speed increase.

    Spire now uses a single pass forward shader instead of unitys deferred pipeline. This enables MSAA for anti-aliasing instead of expensive post-AA solutions. We also get a slight speed increase.

    • 45 notes
    • 9 years ago
    • 45 notes

  • Hitbox Team - Spire progress report

    Spire is coming along nicely!  Here is a progress report of where things are at now, with plenty of pictures.

    • 39 notes
    • 10 years ago
    • 39 notes
    • #spire
    • #game development

    • 75 notes
    • 10 years ago
    • 75 notes

  • Baked lighting now has a lot more control and speed is greatly improved, Now I can get the light bouncing a lot further while still being fast to calculate.

    Baked lighting now has a lot more control and speed is greatly improved, Now I can get the light bouncing a lot further while still being fast to calculate. 

    • 21 notes
    • 10 years ago
    • 21 notes

  • Working on run-time baked light bounces on Directional lights. Data is stored in a 3D texture so dynamic and static objects are light correctly.

    Working on run-time baked light bounces on Directional lights. Data is stored in a 3D texture so dynamic and static objects are light correctly.

    • 26 notes
    • 10 years ago
    • 26 notes
    • #Spire
    • #VolumetricLighting
    • #BakedLighting

  • Got my new lighting working with spire, Modified it a bit to get the baked lighting working with the volumetric pass. On vs Off. Looking forward to merging with Terence’s branch so I can see it running in real levels.

    Got my new lighting working with spire, Modified it a bit to get the baked lighting working with the volumetric pass. On vs Off. Looking forward to merging with Terence’s branch so I can see it running in real levels.

    • 28 notes
    • 10 years ago
    • 28 notes

  • Some Custom lighting benchmarks, nearly 4 to 14 times faster then @unity3d lighting!
    (black panel is the same scene with no lighting)

    • 29 notes
    • 10 years ago
    • 29 notes
    • #lighting
    • #volumetric

  • Volumetric lighting with coloured light cookies. Just about finished replacing unity’s lighting system.

    Volumetric lighting with coloured light cookies. Just about finished replacing unity’s lighting system.

    • 35 notes
    • 10 years ago
    • 35 notes
    • #VolumetricLighting

  • Soft Shadows in my new lighting system. Uses 4x4 PCF with some extra noise added. Downside is the dual light maps need to sample twice (32 vs 16 samples). Might have to drop it down to 2x2

    Soft Shadows in my new lighting system. Uses 4x4 PCF with some extra noise added. Downside is the dual light maps need to sample twice (32 vs 16 samples). Might have to drop it down to 2x2

    • 36 notes
    • 10 years ago
    • 36 notes

  • So I’ve complete replaced unity’s realtime lighting system. It was too slow for the amount of dynamic lights we needed for Spire. My system supports Realtime volumetric lighting. Cant wait to add it to spire!

    So I’ve complete replaced unity’s realtime lighting system. It was too slow for the amount of dynamic lights we needed for Spire. My system supports Realtime volumetric lighting. Cant wait to add it to spire! 

    • 56 notes
    • 10 years ago
    • 56 notes

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Hitbox Team
Matt Bush
Lexie Dostal
Terence Lee
Woodley Nye
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