DEVELOPING ESPER FOR GEAR VR
Ross Furmidge
CONTENTS
Introduction to Coatsink
Introduction to Esper
Our Internal Progressive Lightmapper
Optimising Draw Calls
Our Atlas Tools
Questions@Coatsink
• Established 2009
• Began in the mobile market
• Steam and Console
• Online Multiplayer
• Virtual Reality
OUR PROGRESSIVE LIGHTMAPPER
• Artists needed to be able to spot problems and iterate quickly
• Unity Enlighten bakes took up to 8 hours for some of our
scenes
• Baked reflections into the lightmap
• Distribute the bake to all available PC’s
THE FUTURE OF OUR PROGRESSIVE LIGHTMAPPER
• Version 2
• CPU Support & GPU Support (GPU includes OpenGL & OpenCL)
• Edit lights during the bake
• Edits exported from our tool back into Unity
DRAW CALLS
• Unity Frame Debugger
• Very useful for spotting batching
issues
• Can show the current state of your
render buffer
ATLAS TOOLS
• Setup
• Link up the original model
• Link up textures
• Albedo
• Normal Map
• Emissive
• Specular Smoothness
ATLAS TOOLS CONTINUED
• Atlas Properties
• Lightmap and Specular textures (Linked to our BRDF
shaders)
• Output Texture format/size and compression
• List of mesh attributes to be baked into/stripped
during mesh generation
• Normals/Tangents/Colours/Texcoords/Texcoords2
• Atlas Build
• Strip out un-used attributes
• Bake the lightmap UV’s into the new Mesh
• Bake scale into the new Mesh
QUESTIONS
@Coatsink