Here is a short and general description about how the lighting in Archaica is generated.
- On all the screens there are transparent and emissive materials (we just didn’t hide them).
- Archaica renderer evolved from light-pre pass to more deferred (for performance reasons - less draw calls). There is still option for computing lighting per-material (for example crystals use this).
At first let’s take a look at indirect diffuse lighting (~ambient)
Every next screen shows another light technique added
Only height ambient (two colors interpolated by height):
Shadow color (fake secondary diffuse term). Takes into account scene height and normal (and it’s also colorized):
With SSAO applied:
And the last component: secondary directional light without shadows (fake simulation of the reflected light). So this is the full indirect lighting (diffuse; only secondary light adds something to the specular lighting term):
Indirect specular lighting (exaggerated)
Computed as a single fullscreen pass:
The direct lighting (diffuse and specular)
Direct light without shadows:
And mixed - full direct lighting:
Additionally - full (direct and indirect) diffuse and specular lighting alone:
Final Light composition
The final lighting in Archaica:
Mixed - final lighting and bloom:
As a curiosity - a final lighting without tonemapping:
FINAL SCENE - with fog and godrays:
Additional comparison - Without colorgrading (colorgrading adds only a small correction to final look):
And as a bonus - Archaica gbuffer
Hope this is useful and interesting :)
Fell free to ask if You are interested in any part of computing the light (and final scene look) in Archaica!