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[WIP] Feature/port seteron magic #1396

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joaoburatto
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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Ports Seteron's lighting and visual updates from the outdated branch.

This doesn't configure or enable SSRT by default, as its a weird post processing, has a bunch of artifacts and might be outdated by current day standards.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

  • The game builds properly without errors.
  • No unrelated changes are present.
  • No "trash" files are committed.

Testing

  • Lighting looks like Seteron's version.
  • Post processing looks like Seteron's version.
  • Performance increases due to Seteron's optimizations.

Changes

Changed the item icon shader to unlit to make it work with the deferred rendering.

Related issues/PRs

Closes #1343.

@joaoburatto joaoburatto requested review from stilnat and cosmiccoincidence and removed request for stilnat December 12, 2023 18:09
@joaoburatto joaoburatto self-assigned this Dec 12, 2023
@joaoburatto joaoburatto added 3D Affects 3D related assets. Map Affects any map. General Management Clean up or other management tasks. VFX Tasks related to visual effects. and removed VFX Tasks related to visual effects. labels Dec 12, 2023
@joaoburatto joaoburatto added this to the 0.1.0 - Finalize Rework milestone Dec 12, 2023
@cosmiccoincidence cosmiccoincidence added the Lighting/FOV Tasks related to lighting and/or FOV. label Dec 12, 2023
@cosmiccoincidence cosmiccoincidence removed the 3D Affects 3D related assets. label Dec 14, 2023
@cosmiccoincidence
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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

@joaoburatto
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Did you add gitbook documentation? When you do, link it in the description.

What do you want to add to the GitBook?

@cosmiccoincidence
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Did you add gitbook documentation? When you do, link it in the description.

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)
And a page in systems explaining anything important regarding the implementation.

@cosmiccoincidence cosmiccoincidence changed the title Feature/port seteron magic [WIP] Feature/port seteron magic Dec 22, 2023
@cosmiccoincidence cosmiccoincidence mentioned this pull request Dec 25, 2023
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stilnat commented Jan 14, 2024

I'm adding @Seteron remarks from discord here, so another reviewer can check if those are correct :

  • The player camera's post processing volume got deleted, meaning it's recieving no post-processing
  • The old stuff was all designed for Linear color space but the current project is on gamma, so it doesn't work right
  • The old branch was using the half-toon shader I think, not the full one.
  • The cgincs aren't working correctly
  • The light fixture values aren't correct
  • The player's skin is using some kind of emissive shader?
  • Ambient lighting is enabled, so everything is way too bright

Here is a reference for around what it should look like with correct settings

image

With shadows:

image

@joaoburatto
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On halt due to other priorities

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General Management Clean up or other management tasks. Lighting/FOV Tasks related to lighting and/or FOV. Map Affects any map.
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Update lighting
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