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Prodigga

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  1. Prodigga

    I've got an idea...

    Did you do any research? ;) Lots of hybrid RTS/Shooter games out there! Don't know of any recent ones though. https://youtube.com/watch?v=cBVUErMgBYE
  2. I am targeting mobile devices. I want to entirely avoid kicking of a render operation for a single object just to render its shadows. I don't have much control over the rendering pipeline (Using Unity) so it ends up doing a lot of extra stuff (culling etc) which seem to take a substantial amount of time on mobile. I would be removing shadow pass entirely if there existed some baking/custom cooking tech. It would also mean I can do some nicer filtering ('soft shadows') on the baked result without incurring additional performance cost at run time. edit: Also, I should add that the static stuff is already rendered into a shadow map. I am using Lightmapping built into unity, so if we ignore the single dynamic object then the scene already looks lit/shadowed correctly because of the lightmapping. I just need my one dynamic object to cast its shadows onto this lightmapped scene as cheaply as possible. I do not require a generalised solution, I have a very specific use case (single shadow caster which is a simple non skinned mesh) so that should be prime for some sort of shortcut/optimisation.
  3. Hi there! I was wondering if there existed any cheats/shortcuts/optimisations we could perform if we know beforehand that there will only be a single non-skinned mesh that will be casting shadows in our scene. Our scene is entirely baked, and the only non-static element is this mesh. I was wondering if there was some way to 'precompute'/'bake' down the shadow information for this mesh so that we can use that to cast shadows on to the objects in the scene. One idea I had was similar to the octaherdron imposter technique, but instead of baking down color, you bake down what the shadows would look like from various angles, and all the baked surfaces in your game sample the appropriate shadow texture based on the position and rotation of that dynamic mesh. Seems simple in theory but there are a few implementation details which I haven't been able to wrap my head around. I figured I would ask here and pick the brains of all the guru's incase I am reinvent some wheel here! :)
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