Halfway through the lighting shader:
••• SOFT LIGHTING.The standard PlayCanvas lighting is pretty simplistic, so I wanted to create a custom shader to achieve semi-realistic
area lights to accomplish soft low-key moody lighting. The rendering is linear and tonemapped with default filmic equation (used in Uncharted 2).
••• SHADOWING AND AO.I'm also looking for an interesting way to achieve soft shadowing and AO. A traditional approach doesn't click it for me, so I'm looking forward to implementing something from the realm of distance fields, described in
this pdf. Since game locations are intended to be relatively small, distance fields data is expected to be in the range of 100-200 KB for majority of locations.
••• FROM 2D to 3D.Before I decided to make this project in 3D, I was prototyping it in top down 2D:
This scene was modeled in 3D app first and then overpainted in Photoshop. The process proved to be rather time consuming and not iteration-friendly, that's why I restarted the game as a low-poly 3D.
Cheers and take care!