We had been some time since we wrote a devlog, the main reason is that we have been working on a new trailer.
Do you like it?
One of the most representative changes with respect to the previous trailer is that we have improved our lighting system by combining our shader to illuminate diffuse materials with particles and the truth is that we liked the result.
The main reason why we have worked on creating our own shader for the treatment of light instead of using the Unity lighting system is for the performance. When working with 2D pixel art graphics we do not need the light computations that generate the Unity lighting system by default and we can use a greater number of simultaneous lights with a lower cost of performance, this led us to consider... How did we get that the light had a little volume? The answer is the particles, with a bit of love we have managed to make the lights have more visual presence in the scene apart from the main objective of light, illuminate.