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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.
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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.
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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.
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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.
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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.
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Some Custom lighting benchmarks, nearly 4 to 14 times faster then @unity3d lighting!
(black panel is the same scene with no lighting)
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Volumetric lighting with coloured light cookies. Just about finished replacing unity’s lighting system.
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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
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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!