http://blogs.unity3d.com/2011/06/08/advanced-shading-and-lighting-for-mobile/
“Caustics from the light passing through the green fluid, character shadows and rotating ventilator shadows were simulated with textures projected onto tight geometry (to keep the fillrate requirements low) and then animated in the shaders.”
I’m looking for more details about the bolded portion, in particular. How are they projected? What does he mean by ‘tight geometry’? Anybody have any insight?
edit: the autor of the blog post got back to me – he directed me to this video: http://video.unity3d.com/video/3709506/unite-11-shadowgun-rendering