【ToN】Niraya of ■■'s Commitment to real-time shadow rendering

"Tech of Niraya" brings you the latest development insights about "Niraya of ■■". In this second installment, we will discuss our commitment to real-time shadow rendering. In the first installment, we covered the fire effects created using our unique combustion simulation. While the processing load for this fire simulation isn’t particularly high, the current development version does have a higher rendering load. The reason for this is our desire to have the shadows move dynamically in response to the flickering of the flames, so every shadow cast by the fire is being updated in real-time. [previewyoutube=POImDRaDQg4;full][/previewyoutube] In the video, we've included a comparison between the current implementation where shadows move dynamically and a version where only the intensity of the light flickers to reduce the processing load. It may seem subtle, but the moving shadows give the scene more life and dynamic movement. Additionally, because we don't need to bake the lighting, it has also sped up our workflow, making it easier and faster to place lights. If the shadows don’t move in the final product, it means I wasn’t able to make it work. Alternatively, there might be an optimization option allowing players to toggle moving shadows on or off. Director: Yuya Yamaguchi