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The best deals for high-rollers. Win at the Netent online slots. How to win at the Novomatic. Due to the mobile game engine Unity3D you can feel the entire atmosphere of the Medieval England.
You will experience a mysterious tale outcome of which depends only on you. The mobile game is based on the recent technologies such as Amplify Color and Bloom which create the graphics level enormous.
Our Senior Programmer Lasse Jon Fuglsang Pedersen has extended it to make use of temporal supersampling, resulting in a much smoother look.
It allows you to have materials with sub-surface scattering, or—like used for all our vegetation in this project—a more simple translucent material with only light transmission.
Note: Our team added additional sliders to control separately the direct and the indirect transmission to have more control over the final result.
Their function is to drive object properties depending on the position of the Main Camera object. Several objects, including the Directional Light, the Atmospheric Scattering, Auto Focus and the WindControl have their properties driven by Area Volumes, so if you want to change the current lighting setup, for example, you will need to do that in the corresponding Area Volume.
It is a really useful tool when you have some objects that are not rendering correctly or any other visual bug. It will help you pinpoint the source of the issue a lot faster.
The best part if that is that those debug views are generated automatically from your shaders, and coders are able to create new debug views quite easily.
Some of the debug views available through the Render Pipeline Debug window. I even used those debug views to create the tree billboards that are used in the background of the scene.
I just placed my assets on an empty scene and took screenshots with the albedo, roughness, normal gbuffer layers visible, and used those to create my texture maps.
While a big part of the optimization resides on the code side, it is also important that your assets and scenes are set up properly if you want to have a decent framerate.
Here are some of the ways the content was optimized for this project:. Note: Using Object Space normal map instead of Tangent Space normal map will reduce the precision of the normal map.
Stay tuned for the next blog post in the series. You can follow our YouTube channel to keep up to date on when that video is released.
More information on Book of the Dead. All of that is crypted into the 3rd uv layer as float3…. Why different color values for each lvl A branch?
Projects like these are what get me excited to jump back into Unity and Maya everyday. I was wondering if you may know of a great resource to start learning more about LOD systems in Unity?
Incredible work! This puts to shame every other project out there, congratulations. Some parts look so real, they seem shot on camera. The techniques used are clever and demonstrate the what the engine is capable of.
Especially the occlusion probes and the wind system. Fog that is geometry aware, that is, it floats on the water, essentially it uses some sort of fluid physics.
Congratulations for this project. Its my metric for everything else i see. Is this scene commercially playable?
What are the minimum specs for quality like this, and what parts of this scene raise the specs mostly? Hi Julien, very great and detailed blog and impressive work behind.
I was interested to look one step further. I have one more difference to find. Walkthrough: Find the differences and click them. Enjoy the game.
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