The Chase is on!

In a world that is going increasingly mobile, The Chase showcases the sky’s-the-limit potential of the Unity game engine for bringing exceptional visual fidelity and performance to handheld devices.

How we made it

The Chase introduces a futuristic landscape which two characters power through on gravity-defying hover bikes.

Their desperate, exhilarating ride hints at a deeper backstory of conflict and passion.

Here’s how we brought it to life...

Characters

超精细人物细节

与所有以人物为主线的故事一样,魔鬼存在于细节之中。这就是我们为什么用多达40,000顶点创建每个人物的原因。这对人物而言,polycount非常高,即使套用目前的控制台和PC游戏标准。每个人物的脸和身体都有多个2048x2048的纹理皮肤颜色、反射率和常规贴图等。

真实的皮肤

您有没有注意到人物的皮肤?我们通过实施次表面散射(SSS)皮肤着色器,模糊化屏幕空间输入的灯光,实现了卓越的真实性,这个过程也被称为屏幕空间扩散。我们应用了很多我们在蝴蝶效应里学到的东西,并将其优化用于移动GPU。

Textures & Shading

Metallic paint

To bring lustre to the hover bike’s metallic paint and other reflective surfaces we adapted the skin system for use with low-diffuse materials.

Physically-based shading model

We accounted for energy conservation and the Fresnel effect when calculating lighting on dynamic objects and used Beckmann distribution for the specular component for both skin and metals.

Local bloom for skin

Instead of using full screen post processing to achieve bloom, we piggybacked our screen space diffusion approach and evaluated diffuse skin components blooming directly in the skin shader. This allowed us to achieve the desired effect at minimal cost.

Lighting

Atmospheric scattering

Part of our goal with this demo was to illustrate just how impressive backdrops can be on mobile platforms. To achieve this, we decided to go for a mobile-friendly atmospheric scattering system instead of just using a traditional distance fog. We simulated scattering in the air by taking the angle to the sun and the distance to the object into account. As a result The Chase can deliver an exceptionally large and open viewing environment with the visible object furthest from the camera being four kilometres away.

Linear space lighting approximation

Pretty much all modern console or PC games do gamma correction, however many mobile GPUs still do not support automatic gamma corrected (sRGB) reads and writes. To emulate sRGB we used gamma of 2 which allowed us to use square (multiplication with self) and square root operations which are much faster than calculating the power of 2.2, for example. We only corrected for skin pixels and for the crucial skin-shading third pass.

New lens flare system

Using layers of flares allowed us to achieve a variety of effects such as:

  • Anamorphic phenomena: where flares move on the horizontal or vertical axis due to the anamorphic shape of the lens.
  • Internal shadowing: where the intensity of the flare is partially culled because of the internal occlusion of the head mount or the lens’ uneven reflectance.
  • Light leaking: where the flare’s geometry is stretched at the edge of the screen to simulate a very bright light source outside the frame.

Next Steps

How to wow

The Chase游戏设定在未实现和遥远的未来,但用于创建它的技术现在这里都有。如果您起步就是一个移动开发人员,您要学习如何把高端图形加入到您的手机游戏,我们的移动优化实用指南就是您着手开始的地方。

Industry recognition

Google used The Chase at their Nexus7 / OpenGL ES 3.0 reveal keynote, and it was widely shown and admired in the SIGGRAPH 2013 demo reels of many leading exhibitors.

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