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P0-A7: Part 770: Debugging, Improvements, etc.

by on Jul.19, 2020, under Astral Realms, P-0, P0_A7, Software and Games, Spiritus Astrum

I have been working on some concepts for the interior artwork in the project.

I have had issues creating bright interiors with specularity, glossy materials, etc, in unity using only dynamic lights. I can’t use any baked lighting, baked materials, etc, due to the nature of the project.

I have achieved some reasonble results using the screen space reflections effect on the post processing stack, and using the specularity workflow.

In the below images, the coloured cubes are clearly reflecting onto the floors below, which is exactly the effect that I wanted. This works for both materials with emissive properties, like below, and also non-emissive materials.

This works great, and works well in the main scene too. It adds a great deal of detail to metal surfaces, etc. It is possible to see the scene geometry reflecting onto the metal floors, etc.


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