Environments
Environments

Environments are baked Blender, and rendered in real-time in VR using the Quest3.

My contributions consisted of the following:
- R&D the Blender baking workflow.
- Developed an add-on and automated 80% of the Blender workflow for environments.
- Developed a cheap faux PBR shader in Unity using ShaderLab and HLSL.
- Automated the import and setup of environment assets into Unity.
- Worked with a Look Dev artist and Art Director to refine the Visual Target.

Created an add-on in Blender to automate workflow to increase iteration speed of baking lightmaps.

Assets are baked in Blender and rendered in VR using Unity 2022.

This approach reduced the total number of textures used for an environment asset from 5 to 4 max in-comparison to baking lightmaps in Unity. It helped reduce memory bandwidth while improving the quality of the lightmaps, the shader for the environments reduced the ALUs by moving away from using Unity's BRDF functions. The downside is the lightmap baking happens in a separate application. For our use case, it was an improvement to performance and quality. The development of the add-on improved the iteration of environments 2-fold. The workflow took advantage of Blender's Link imports to allow multiple artists to work on an environment.