Tech Art 18/19 Remco Liqui lung

Technical Analysis

Game: The House
Genre: Suspense, thriller
Made in: Unity
Type of game: Triple A/ indy
Hardware: Consoles/ pc

Before/ After HDRP of project
Before:
  • Game currently crashes unity and/of laptop
  • Whole scene gets stuck
  • Make it look more cinematic
  • Optimize for better performance 
  • Project structure fix
  • ( Folder structure is currently all separate with their own packages. In order to fix this, need to remove the assets and add them to a folder which indicates what assets I use. That also applies with scripts and shaders.)
  • Clean up scene.
  • Unity hierarchy fixen 
  • Game runs smoothly tho, some fps drops sometimes.
  • Runs mostly on a constant 30ms with ultra settings. 
  • Camera post processing used to make the game look good.
Profiler



Statistics




After:


  • Assets turned pink.
  • Assets material switched to HDRP lit. 
  • Some materials switched, Some still pink.
  • Need to optimize it with shader forge.
  • Lights turned very soft, need to sharpen it. 
  • Dynamic weather system doesn't work, need new skybox and weather system.
  • Camera doesn't seem to work anymore, might switch to first person.

Hierachy after organizing













In-game after HDRP and Converting assets.




After fixing the textures and skybox with HDRP








After Occlusion Culling

Occlusion Area


Profiler

Statistics






Technical Plan of Action

Main focus:
  • Lighting and post processing for scene.
Other focus:
  • Fix lighting by baking and sharpening.
  • Fix/replace shaders that doesn't work with HDRP.
  • Find a way to get a decent skybox. Need a skybox with moon, moonlight, sound, wind and maybe even rain.
  • Fix 3D models Such as trees that are still pink.
  • Use Occlusion culling
  • Convert project to 2018.3.13f1


Conclusion
Before everything the game was pretty heavy with particles and lights and LOD's with a weather system to make it more dynamic. It ran smoothly even though post process was added. But it was still a bit heavy for my pc's performance.

Commencing with the optimization.

I directly converted the project into an HDRP project. It gave me allot of pink assets which I then converted to HDRP assets. Some assets were still pink and that was fixed with Shadergraph. The project still felt heavy and the light were really soft and bright. After adjusting the lights,unity had problems rendering the particle system for the candles. It gave me black spots, those were spots that couldn't be rendered because too much was happening there. Eventually I decided to remove some candles and this fixed the problem. Next was to make it even more optimized and for this I used the occlusion culling. This made the game run smoothly in unity.

Definitive Conclusion

After optimizing the game, the textures looks good but had to make sacrifices for performance. This made me rethink my workflow on how much I can add in a game in unity.

Tutorial to watch for HDRP:

"Setting up HDRP in Unity" - Substance



"Unity3D HDRP Turorial" - Knowledge Docs

https://www.youtube.com/watch?v=tZ5kzstKaxU


"REALISTIC INTERIOR LIGHTING using HDRP in Unity2018.3 | Full Archviz Workflow" - Unity Guruz

https://www.youtube.com/watch?v=HVChO6VIw_Q


"VOLUMETRIC LIGHTS with HDRP in Unity! – Beginner Friendly Tutorial" - Sykoo

https://www.youtube.com/watch?v=AHrMViIATbI


"How to CREATE a TERRAIN in Unity's HD Render Pipeline" - Soulforged Games



"Unity3d HDRP - High Definition Rendering Pipeline Intro to Volume, Procedural Sky, & Post-Processing" - Dilmer Valecillos


How To Apply A Skybox In Unity 2018 (HDRP & LWRP)


SPEED LEVEL DESIGN IN UNITY! | Haunted House Built Using HDRP!



GLOBAL ILLUMINATION in Unity 2018.3! | Beginner's Guide to Graphics


HD Render Pipeline Series in Unity 2018.3 | Part 1-Introduction for Beginners


Unity 101 - Using the Unity Profiler to optimize performance


Performance Benchmarking in Unity: How to Get Started

https://blogs.unity3d.com/2018/09/25/performance-benchmarking-in-unity-how-to-get-started/

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VFX

Shaders

Fire for candles.


Fire Shader


Fire Shader Texture















Fire Shader Nodes

















Fire Shader Texture Material Settings



















Water Shader

Water Fresnel color change depending on distance.




In game water shader with depth


Shader Graph water node


Water normal map




















Volumetric Light Shader

Scene view












Volumetric light Shader graph node













Volumetric Light Texture



Volumetric Light Distance

Shader implementation in Game

Bricks shadergraph texture



















Pumpkin shadergraph texture

Pumpkin shadergraph node


















Pumpkin shadergraph Scene



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