Visual Shader Editing
To ensure that artists have as much power as possible with the creation of these effects, a visual drag-and-drop user interface has been created allowing new shader effects to be visually constructed from components without requiring editing of the shader code. This interface allows artists to create new effects from a library of components without in-depth technical know-how, encouraging experimentation.
Real-time Material Preview
See immediate results of all material changes mapped on actual game assets, or use one of the many stock meshes and textures. Every material is parameterised to give control over the final effect, with any changes updated immediately in the real-time preview window.
Library of Customisable Effects
Every database includes a library of stock material effects that can be used straight away or as a base for a game-specific effect. All of the library materials can be edited and tweaked using the integrated shader editor. Alternatively new materials can be constructed from scratch. Each of the parameterised inputs and outputs are shown and can be simply added or removed. Syntax highlighting aids editing at the shader code level by increasing readability. The parameters are easily adjusted within the editor, giving vital artist tweak control.
Stock materials include:
Normal Mapping
Normal map shaders are a key technology, allowing fine
surface lighting detail to be added to game meshes, making
them appear many times more complex than they are.
Parallax Mapping
A virtual displacement map technique that can greatly
enhance the three dimensional appearance of surfaces.
Cube Mapping
The included cube map shader utilises a technique for
rendering environmental reflections using separate
reflection textures for each axis.
Refraction Mapping
Full pixel control over refraction is provided using the
refraction shader supplied with the Editor library for
effects such as textured glass and water surfaces.
Fur
Our latest fur shader moves well beyond the previous state
of the art multiple shell technique to develop an entirely
new process allowing much greater artist control of hair
length, movement and direction.
Sub-Surface Scattering
This technique models the transmission of light through
an object as well as the usual direct lighting model.
Materials such as marble, plastic and wax show this
property clearly. It is also just one building block of
a full skin shader.
Skin Shader
The skin shader included in Blitz Tech uses many layers
in subtle combination to produce convincing skin lighting.
Eye Shader
Much of a character's realism comes from the appearance
of the eyes. The library includes a specific shader for
eyes to simulate the specular highlights seen on the
iris and cornea.
Cinematic Effects
Just as in pre-rendered and film footage, image postprocessing is now becoming very important to the final appearance. The engine provides stock effects that adjust and composite over the image in real-time.
High Dynamic Range (HDR)
HDR gives an essential vibrancy to current generation
titles. It allows a wider range of light and dark to be
rendered without loss of detail. The HDR image is
converted down to a standard image in real-time every
frame. The parameters of this process are controlled by
tone mapping � a process that simulates how the eyes
adjust to light and dark situations over time. A
frequently-seen visual effect combined with HDR is bloom
where very bright areas bleed light over the surrounding
area. HDR can also be combined with image-based lighting
that uses light reflected in the scene to create more
complex lighting.
Depth of Field
To simulate the focus range and length effects seen
through a camera lens, a depth of field shader effect is
included as a post-process effect which operates in
real-time. It allows, for example, objects closer to the
view to be in focus and distant ones to be blurred.
SSAO
Screen space ambient occlusion is a cutting edge
post-process effect to simulate ambient lighting in
real-time. It adds a huge degree of realism and depth to
a scene and can be combined seamlessly with other
lighting and shadowing techniques.
It has no pre-computed element so is highly suited to
dynamic objects where shading will be updated to reflect
the scene in real-time. It also means no need for costly
rendering of ambient occlusion texture maps. Our
pipeline fully supports this effect and allows for a
high degree of adjustment to suit the scene.
Motion Blur
Although motion blur originates as a side effect of
camera exposure in film, it is an effect that is
frequently recreated in graphics, to give an impression
of speed or realistic filmic quality. Two principle
classes of post-process effect are supported – full
screen blur and localized blurring based on the velocity
of individual objects in the scene.
Procedural shaders
Fully procedural shaders can be used to create visual
effects entirely through algorithms, for example to
simulate the flow of liquid over a surface, fractal
patterns, noise or other turbulent effects not possible
through traditional animation techniques.
Wii™ Effects
The Wii™ graphics hardware is incredibly flexible and fully
supported by our engine and tools to create highly configurable
effects:
Embossing
A bump mapping technique similar to normal mapping this
effect provides a surface relief appearance that
increases perceived detail.
Variable environment mapping
A powerful technique using multiple channels to control
how environment maps are blended enables a wealth of
visual and lighting effects to be recreated with much
more subtlety than traditional uniform shiny surface.
Distort mapping
Use of multiple texture channels to offset textures on a
per-texel basis allowing impression warp and
displacement effects to be created such as liquid
surfaces, shockwaves and magical effects.
The effects and materials above are a subset of those implemented in our current Blitz Tech. Work is in progress to enhance the material library with effects such as parallax occlusion mapping. The library of materials will be continuously expanded as new techniques are devised.