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Character shading progression for Critical Shift

Hello, everyone!:)

We decided to show how we improved our character lighting!
Unity’s default settings weren’t giving us the results we needed - characters looked flat and cut out from the environment, so we had to build our own solution.



Quick breakdown of our rendering improvements:
- added SH compensation for better environment matching
- implemented a custom shading model for more artistic control
- enhanced with retexturing pass
- finally integrated volumetric lighting.

It sounds a little complicated, but the main thing is that the before/after comparison at the end speaks for itself.
What do you think?