Guys, we all know that unity is awesome but this is just too much!
Just look at those shadows! I can’t see anything like that in other games not even in shadowgun! Is there any secret we don’t know yet?! (I mean, we all know about light props but what are those shadows doing in current-gen mobile game?!)
I hope the game isn’t on-rails otherwise, Unity has just reached the Unreal Engine’s Infinity Blade. Regardless, it is still a massive improvement and I am excited about 3.5.
Infinity blade does not feature any kind of shadow systems as of yet! But that bladeslinger, just look at those shadows! They look as if they’re soft shadows XD
I’m still trying to figure out just how the hell they did it too.
They said they actually calculate a static shadow map at level design time, which is read from a custom character shader and used to modulate lighting (so essentially works like a Projector but directly from the character shader during the lighting = zero overdraw / less draw calls), but I can’t for the life of me figure out how to calculate a proper projection matrix for the texture coordinates to work correctly… :C