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?

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?
