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Hekki Almo
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For this challenge, I conducted a cinematic lighting study focused on recreating the specific atmosphere and mood of a scene from one of my favorite games. To maintain a strict focus on lighting and composition, I kept the environmental geometry minimal by using simple cubes for buildings, basic props modeled in Blender, and free T-posed character assets from the store. Since I have not yet found a native URP solution for volumetric fog, which makes the scene slightly less dramatic than the original, I implemented a workaround using a translucent cone enhanced with a custom Shader Graph to simulate the effect.

In an attempt to meticulously align the camera and frame the shot to match the original composition as closely as possible, I also took on the extra challenge of fine-tuning the perspective to capture the cinematic essence of the reference material.
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