[Devlog #2] Night pass: grading, lighting, post-FX, bigger demo comming


Scene

Demo expanded; denser layout of walkways and stilt houses, more set pieces
Added micro-assets: low rails, brackets, ramp shims, lamp mounts.
New parts ship with LOD0/1/2 and simple Box/Capsule colliders.

Night pass — settlement lighting

URP: low-angle Directional + local lights with cookies; ACES; subtle film grain/vignette.

Lighting (URP)

Single Directional (low angle, cool tint, low intensity), casts shadows.
Local Point/Spot for lamps: short range, no shadows (few accents only), some cookies to sharpen edges.
Shadow Distance and 1–2 cascades tuned for clean silhouettes without shimmer.

Scene extension — new zones

Denser layout; micro-assets



Grading & Post-FX (Volume)

Tonemapping: ACES, moderate contrast.
Color Adjustments: slightly cooler shadows, mild warm mid/high, low saturation.
Bloom very low, Vignette subtle, Film Grain minimal.
Fog: thin, horizontal (Exponential), minimal near-camera effect.
Materials remain ultra-flat; no blends, single atlas/palette where possible.

Entry & sheds — grading

Cooler shadows, slightly warmer mids; short light ranges; lamps without shadows.


Status


Assets scattered across new demo areas, unified by the light and simple grading.
Next: shorter/irregular walkway sections, extra canopies, corner reinforcements.

Files

EA_Wood_GateTower_01a.fbx 243 kB
3 days ago
EA_Wood_Gate_01a.fbx 426 kB
3 days ago
EA_Prop_Boat_01a.fbx 449 kB
3 days ago
EA_WatchTower_Merge_01a.fbx 1.6 MB
3 days ago

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Comments

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oh yeah, that's nice and spooky!

Thanks! Glad the night read lands. If you’ve got a favorite LUT, I’ll test it.