Deep in the Forgotten Dungeon

Sadly, this online demo is not working.
The Unity web player is obsolete.

Until the web version of this demo is working again,
please click on the link below to download
a zip file containing this demo for Windows

Unity Web Player is obsolete

>> Click here to download a Windows version of this demo <<

This example from an unreleased game shows the value of custom shaders and effects. Lighting is critical in setting the tone for a scene but it is expensive. By creating light effects inside the shader, the GPU load is reduced. The toggle switch at the top left (in the demo) allows you to compare Unity's mobile vertex-lit shader against Markus's custom vertex-lit mobile shaders.

The torch flames on the walls are also custom built to run on a mobile device. Markus created a multi-frame animation plus a custom shader and some C# resulting in each flame's animation being unique, with no repeat cycle while sharing a common asset and draw call. The torch flame animation and the light flicker are also synchronized for maximum effect.

Markus created the moths using a particle system to achieve a lifelike, non-repeating effect. The lantern glow is also a custom shader.

The mobile shader Markus wrote for the walls in this scene also include a world-space texture channel. The noise image applied to this channel creates the appearance that all areas appear unique, even though this scene relies heavily on texture and geometry re-use. You can see the world-space texture disappear when shader effects are toggled off.

The dungeon and character were created by the talented art team at Flaregames. Markus created all elements related to lighting and effects in this scene including shaders, effects textures, C# and Unity integration.


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Contact Markus Tessmann at Dungeon@rockfarm.ca

Please view his resume here

Go to Rock Farm Home / About Markus

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