InCell — Pipeline and optimisation technics
UPD: To check the progress take a look on Steam version of the game :)
UPD: To check the progress take a look on Steam version of the game :)
Fake blending (avoiding expensive alpha test/alpha blend on mobile GPU)
Blending object with Cubemap (sky)
Pros:
Doesn’t blend with backbuffer (fast)
Very few additional instructions in shader
Additional fog layer possible (opaque -> fog -> skycube)
No sorting required (because not possible)
Very similar to alpha blending giving smooth results
Cubemap can be reused for specular reflections in same shader
Simple to setup and configure Cons:
Sorting not possible (objects look translucent but can’t see through them)
Looks convincing only if geometry doesn’t overlap or objects appear fast enough for the user not to notice
float3 color = LightUp(); float3 fog = texCUBE(_SkyBox, eye).rgb; color = lerp(color, fog, linz);
Geomentry generation (via Houdini & Unity)
Initial geometry from where modelling starts
Geometry is deformed to give first basic appearance
Details and light added
Additional details and UV mapping
Simplified ingame geometry (1.5K tris vs 35K tris)
Normalmap baking from high-poly version
Color baking as point color of high-poly version
Final result (ingame)
http://www.youtube.com/watch?v=P05DJAZkvEM