In this update3
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Full Frostory update
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Repeated intro
Hello! Today, I'd like to briefly write about how we improved the terrain lighting effects in our game.
What changed
- Maps
- Gameplay
Frostory changes
Our game's original terrain lighting was implemented by storing light information in screen space. This means that the light was just a simple flat image blend effect.
This implementation behaves differently from real physical light, resulting in a slight awkwardness. However, since it is hard to notice unless you pay close attention, we kept using it.
1. Problem Occurrence
One day, we placed a light that illuminated a cactus inside a cave. And as a result, the shortcomings of the original lighting method became prominent.
Take a look at the picture. Can you tell what the problem is?
The light coming from above only illuminates the bottom part of the cactus. A problem that was not very noticeable before became apparent due to the cactus's height.
2. Problem Resolution
Fortunately, our game had a shadow system implemented that could resolve this issue.
Our game features shadow sprites that are captured by a dedicated shadow camera. And this texture is referenced when rendering the terrain.
At that time, since we were only using the R channel, we added the B channel as the light channel.
3. Compare the Results
Before Improvement
After Improvement
Now, elongated objects or terrains with height differences can be illuminated more naturally.
Thank you for reading!
Source
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