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Added capsule shadows to Wicked Engine:

10,553 次观看 • 1 年前 •via X (Twitter)

11 条评论

János Turánszki 的头像
János Turánszki1 年前

Based on this shadertoy:

János Turánszki 的头像
János Turánszki1 年前

The capsules are created automatically for characters, similarly to ragdolls. On the GPU they are culled and applied similar to tiled lighting.

ESDigital Games 的头像
ESDigital Games1 年前

Steel Seed is a single player stealth-action adventure game set in a dark sci-fi world. In her epic journey inside a hostile underground facility run by AIs, Zoe is alone with Koby, a flying drone, as her only companion Add wishlist:

𝔉𝔦𝔩𝔴𝔦𝔱 的头像
𝔉𝔦𝔩𝔴𝔦𝔱1 年前

That's clever.

János Turánszki 的头像
János Turánszki1 年前

Not my idea, but that's right. I think the first game to use it was Last of Us.

temper 的头像
temper1 年前

Id like to ask you how you do the footprint decals? Is this part of a deferred pipeline or is it just quads rendered on the surface directly?

János Turánszki 的头像
János Turánszki1 年前

They are not simple quads, but real decals. Similar to deferred decals, they are using a box projection. But my renderer is tiled forward, so they are culled per tile like lights and applied inside the main object shaders after lighting.

Omio Rahman 的头像
Omio Rahman1 年前

Beautiful

Luis 的头像
Luis1 年前

nice

(No Follows Please) 的头像
(No Follows Please)1 年前

I kind of don't get what is so impressive about this. What's going on?

János Turánszki 的头像
János Turánszki1 年前

It's not something very impressive, just one method to have directional ambient shadow for dynamic objects.

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