Lighting the chalk corridors without baking GI.
For four months we had a beautiful lighting model that took 38 minutes to bake every time we moved a single mesh. We replaced it with a custom shader pass that fakes seventeen layers of bounce light at runtime. This post is about laziness, color theory, and how we ended up with a lighting solution our composer can play.
The new pass costs us 1.4ms on a Steam Deck and gives us six color-control parameters per scene that the audio engine writes to in real time. Saoirse can darken a corridor in time with the score, and we discovered that's something we wanted before we knew it was possible.
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