hi everybody,
i will just give you a few images from my latest test on unity 3 – especially deferred lighting and its interaction with the terrain engine.
Very cool, but my god it would melt my video card if I left it running much longer, please limit the framerate, otherwise it’s doing more work than it should.
Also your tents are bright pink, missing material?
Very nice scene. My bigest complaint is for the light beam, it looks so faked that is anoying in some cases. Otherwise the lantern is fantastic. The vegetation is very nice too.
For the light beam I would suggest a cilinder with clasic cloud-particle texture plus an animated alpha composed by a noisy texture to simulate the fog passing trough the beam.
If you can generate a simple shader with two alpha maps would be better, this way, you could use wan for fading the light with a gradient and the other with animation for the effect of the fog passing by.
I wonder if it would be possible to do that, then, have the fog in the beam moving slowly, then speed up in the opposite direction of movement when the player moves, could look good.
hi,
only some quick answers as it is really late right now.
@Pulov: your are absolutely right: i should have paid much more attention on visible light and light beams but i really haven’t got any good idea how to do it. right now all light beams are drawn using a simple line renderer with (one) soft added particle(s). some scripting using ray casting might help in order to adjust the flash light light beam length but still wouldn’t give me real volumetric light.
@theinfomercial: draw calls range from 500 to 1000, triangle count is between 200.000 and 600.000. high but not too high i think.
tho whole scene could be much more optimized i think – for example by flattening the whole terrain beyond the canyon or splitting up the road into several pieces. unfortunately umbra doesn’t do much optimization neither on the terrain nor on trees.
@proton: i couldn’t test the win built. the mac version works quite well (no purple tents…) on my macbook pro (nvidia).
Average 90fps full screen 1600x1200, couldn’t find the lighthouse or the tents.
The driver actually came out good stopping at the point he did, the road ends in a dirt embankment…
Looks like your shaders are having serious problems on the Windows side. This is a screenshot of the campsite on my i5 notebook with nVidia GeForce GTS 360 with 1 GB video RAM.
@ Don Gray: maybe you just have to choose the other direction?
do not pass the obstacles but just turn around and follow the road…
@ bigkahuna: sorry about that, but i can’t test it on win. it is a pretty simple shader and i do not get any errors on compiling it…
works perfectly on my macbook.
Got minimum 54 FPS on Fantastic resolution and on 1980x1080 ( i920, ATI HD 4870x2, 6 Gb Ram, Win 7 )
Graphics looks very nice, did you use a parallax shader on the terrain? looks great!
That fixed it. One other suggestion, you might try using a darker fog color so it blends with the skybox color a bit better. Otherwise, this is a lovely demo scene. Haven’t found the lighthouse yet though…