SamuKata
naelstrof
naelstrof

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Goodbye Deferred Rendering!

Having to work with transparency in Deferred is a nightmare. You either use dithering and some temporal filters, or add transparent geometry in additional forward rendering passes. Either way, the game runs in forward on low settings anyway, so I wanted to make everything work in forward.

This led to a huge graphical pass, I'll list some of the changes here with some pictures!

Grass shader now runs in forward and uses two passes instead of one (leading to less texture lookups). This also allows for translucency!


You can see the blades in the shadow don't light up from the sun being behind it.

I've purchased Aura 2, which allows me to have light scattering and atmospherics. This leads to god-rays and misty areas.

Now that I'm in forward, transparent effects are much easier to pull off with some simple refraction. All glass and water effects are going to look much nicer now.

Got some subsurface scattering on fleshy stuff too, something that was gained from using Forward as well.

It's exaggerated a bit here, but it does add a lot to the fleshy look and feel of the kobolds.

I also created a custom skybox shader, it still needs some procedural stars and clouds, but the colors of the sky feel super good to me.

(Ignore the white line above the trees, I forgot to hide my UI canvas haha)


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