Cinematic DoF and fast lights
Programmer news:
- Dedicated shaders for non-shadowed surfaces, huge speedup on high quality shader profile.
- Severe renaming of shader constants due to refactoring.
- Added set of functions for access to packed files (engine.filesystem.getNumUngPackageFiles and others).
- Per-node storing of properties and materials (use this feature carefully with materials because it can affect performance).
- More verbose scripts parser: filename for #warning and #error, added __FILE__ and __LINE__ defines, more informative asserts and breakpoints.
- Fixed PSD saving code.
- More samples with lights.
Artist news:
- New LightSpot object: very fast omni light without shadows, which can group by 4 sources and render at once.
- Adjustable diffuse scale for all light sources.
- Independent LOD system for lights, there are three new parameters: light distance (after this distance light starts fading), shadow distance (after this distance shadow starts fading), fade distance.
- The same LOD model for particle systems with visible and fade distances.
- Corrected ambient color calculation for water.
- LightCube R.I.P., LightOmni now can be modulated by a cubemap, if needed.
- ObjectMeshMorph support removed.
- Fixed lack of accuracy in color dialog (HSV colorspace).
- Adjustable background color of the scene (useful for blue/green screen composing systems).
- Bokeh filter, available in DirectX10 and OpenGL with geometry shaders (it can be turned on by "render_dof 2 && render_restart" console command).
Bokeh filter is disscussed in blogs for a while, for example inVincent Scheib's one, "Beautiful Pixels". Here are examples of Bokeh filter usage in Unigine:
Ordinary DoF | Bokeh filter |
Ordinary DoF | Bokeh filter |
That's how multiple LightSpots can improve a look of the scene, where it's hard to use that many LightOmni:
LightSpot disabled | LightSpot enabled |
LightSpot disabled | LightSpot enabled |
Resulting image quality of LightSpot + lightmaps mixture is very good for night modes, especially taking
into the account nice performance (the screenshot is taken from an unnounced Unigine-based game, developing
by our content department):
We're also pleased to note that two more game developers have joinedour crew, Alexey "FadeToBlack" Egorov (developer) and Stanislav "brrrrr" Zagniy (3D artist), welcome aboard! They shipped a funny game "Sumotoha" recently and now are working on our internal projects.