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HEV Suit Room / Texel Aligned Shaders

A recreation of the HEV suit locker room from Half-Life, along with a number of miscellaneous props. Rendered using an approximation of texel aligned lighting, taken from the unity forums (https://discussions.unity.com/t/the-quest-for-efficient-per-texel-lighting/700574) and adapted into the Godot engine.

You can try it out for yourself here: https://www.dropbox.com/scl/fi/v61382pksl209hc1pbzff/hev-locker.zip?rlkey=y19j7i4ux4ug0frxxbx0iifsb&st=97jbnqms&dl=0

For Windows x64 only, with no support provided. Keep in mind that the alignment is a per-pixel shader approximation - it doesn't actually calculate anything per texel and therefore there is no performance savings, so using Voxel GI or SDF GI indirect lighting is just as costly as the normal Godot version. The texel alignment portion seems to cost around 0.5-0.7ms with a 1080Ti, although this is probably worse than it should be due to my inefficient implementation in this proof of concept code.

Rendered in Godot 4.2 with modifications to the base shader and material.

Meshes created in Blender.

Textures created in Krita with many base materials taken from https://ambientcg.com/.

Animated water texture taken from https://textures.pixel-furnace.com/.

Uses the Jolt physics wrapper for Godot from https://github.com/godot-jolt/godot-jolt.

Uses the example first person character controller, with modifications, from https://godotengine.org/asset-library/asset/2418.

Uses the Improved KCC controller from https://github.com/DinkeyKing/Improved-KCC.