Website powered by

KZ:SF - Lighting technical breakdown

This is a brief breakdown of how some of the lighting came together on one of our KZ:SF levels. Note I had nothing to do with designing the lighting pipeline for this, it was all completed in Amsterdam. I am only including any of this information for completeness.

This is a view of the Stormgracht level displayed in albedo only debug view

This is a view of the Stormgracht level displayed in albedo only debug view

This is the same view in normal only debug view

This is the same view in normal only debug view

This is the same view in roughness (glossiness) only debug view

This is the same view in roughness (glossiness) only debug view

This is the same view in reflectance only debug view

This is the same view in reflectance only debug view

This is the lighting only mode debug view with only baked light displayed.

This is the lighting only mode debug view with only baked light displayed.

Here is the debug view for sun occlusion. This was an optimisation by fast rejecting pixels that couldn't see sunlight. Dynamic objects are red.

Here is the debug view for sun occlusion. This was an optimisation by fast rejecting pixels that couldn't see sunlight. Dynamic objects are red.

These are all the basic buffers combined together.

These are all the basic buffers combined together.

Here the dynamic sunlight is added

Here the dynamic sunlight is added

Here bloom, lightshafts and other post effects are turned on.

Here bloom, lightshafts and other post effects are turned on.

This is with fogging enabled.

This is with fogging enabled.

Then colour grading.

Then colour grading.

Then screen space AO.

Then screen space AO.

Then lens flares.

Then lens flares.

Then custom deferred decals.

Then custom deferred decals.