High Definition Render Pipeline, Shader Graph, GPU-Based Progressive Lightmapper
Lucas Meijer (Technical Director) and Natalya Tatarchuk (Director of Graphics) dive into how Book of the Dead was created, using High Definition Render Pipeline (HD RP) and shader graph, photogrammetry, and more. They show a Book of the Dead demo level running at 30fps on the PlayStation 4 Pro console. Additionally, Natalya and Lucas show off Unity’s GPU-based progressive lightmapper.
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Book of the Dead Demo, Unity at GDC – High definition render pipeline, shader graph, GPU-based progressive lightmapper, Unity3d, Unity, Unity Technologies, Games, Game Development, Game Dev, Game Engine