Spire now uses a single pass forward shader instead of unitys deferred pipeline. This enables MSAA for anti-aliasing instead of expensive post-AA solutions. We also get a slight speed increase.

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Spire now uses a single pass forward shader instead of unitys deferred pipeline. This enables MSAA for anti-aliasing instead of expensive post-AA solutions. We also get a slight speed increase.
Spire is coming along nicely! Here is a progress report of where things are at now, with plenty of pictures.
Baked lighting now has a lot more control and speed is greatly improved, Now I can get the light bouncing a lot further while still being fast to calculate.
Working on run-time baked light bounces on Directional lights. Data is stored in a 3D texture so dynamic and static objects are light correctly.
Got my new lighting working with spire, Modified it a bit to get the baked lighting working with the volumetric pass. On vs Off. Looking forward to merging with Terence’s branch so I can see it running in real levels.
Some Custom lighting benchmarks, nearly 4 to 14 times faster then @unity3d lighting! (black panel is the same scene with no lighting)
Volumetric lighting with coloured light cookies. Just about finished replacing unity’s lighting system.
Soft Shadows in my new lighting system. Uses 4x4 PCF with some extra noise added. Downside is the dual light maps need to sample twice (32 vs 16 samples). Might have to drop it down to 2x2
So I’ve complete replaced unity’s realtime lighting system. It was too slow for the amount of dynamic lights we needed for Spire. My system supports Realtime volumetric lighting. Cant wait to add it to spire!
Had an idea for a hybrid dynamic/baked shadow system for a while, Got it working today.
Huge FPS boost in exchange for some VRAM. Lights will re-bake shadows if anything moves with in the area. The fps drop for re-baking is still faster then unity’s shadows.
Pathfinding Navmesh with character radius offsets, Got the offset working with navmesh cuts. Time to work on something else.
Wall offsets for each Character radius. Now large enemies wont try and fit into small spaces and pathfinding wont hug the walls so much. I’ll round the corners and finalize the jump connections tomorrow.
Prop/nicknack blueprints system is nearly finished. This shelf is populated from only 8 different nicknack blueprints so far. each blueprint has many random values to add even more variance.
After merging builds with Terence, Spire is starting to look like a real video game.
Finally plugged the baked volumetric light volumes into the level generator. The light from the next room bleeds around the cooridor corner.