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[WIP] Feature/port seteron magic #1396
[WIP] Feature/port seteron magic #1396
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Did you add gitbook documentation? When you do, link it in the description. |
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Shaders are not art assets by our definition. Move this folder to Content/worldObjects/World/VFX/.
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That classification doesn't make much sense to me. Content/Shaders makes more sense to me.
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Shaders effect WorldObject, a type of VFX in my opinion.
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That's not always true, shaders can be used for UI interactions too
What do you want to add to the GitBook? |
Should add a page in Design explaining what the the lighting should look like and why. (soft lighting so no hard shadows, etc) |
I'm adding @Seteron remarks from discord here, so another reviewer can check if those are correct :
Here is a reference for around what it should look like with correct settings With shadows: |
On halt due to other priorities |
Summary
Ports Seteron's lighting and visual updates from the outdated branch.
This doesn't configure or enable SSRT by default, as its a weird post processing, has a bunch of artifacts and might be outdated by current day standards. I instead left AO enabled on the post processing stuff.
Updates the lights to be more appropriate with the new deferred rendering and material updates, also changes the scene lighting to full darkness contrary to full brightness as it was before.
Also moved the global post processing layer to a separate gameobject child to the camera for organization sake.
Fixes the ministation map to work with the new system.
PR checklist
Testing
Changes
Changed the item icon shader to unlit to make it work with the deferred rendering.
Related issues/PRs
Closes #1343.