This project was for an Individual CA for 3D Game Development in 4th Year.
Given an asset pack, I was tasked with designing a level with Unity's HD Render
Pipeline.
Designing the level was interesting, and there was a lot of new things about
optimization and shaders that I learned.
Using an Interior Mapping Shader, I was able to create a building that looked like it had an interior, but was actually just a flat surface. This saved a lot of resources:
Using Unity's Decal System, I was able to create a chalk outline that was projected onto the ground. This along with batching and occlusion culling, helped to keep the level optimized.