Shades of Divinity was developed by two students at gsCEPT (http://www.gscept.com) during a 30 week
half-time period. The project consisted of 3 separate parts each spanning
7.5 ECTS - planning, research and execution.
The goal was to test what can be accomplished in realtime graphics
utilizing the newest hardware and try to learn as much as possible in the process.
It's coded in c++ using D3D9 and HLSL for the shaders and some shaders makes use
of ps 3.0 because of their length and branching requirements.
The models and animation is done in Maya and a custom exporter was programmed to aquire the data.
Per pixel lightning and normalmapping
Volumetric light and fog with shadows
shading parameters are sampled fromt textures to give the artist detailed control
Ambient lightning as in half-life 2 using an "ambient cube"
The morph affect all textures (no geometry morph)
Fog is generated using 3 octaves of 3d noise
The top 3 screenshots show the "slider based" morphing in progress and it affects the whole angel.
The 4:th screenshot shows lightbased morphing in progress, the angel is "good" where the red light hits her
and "evil" in the blue light.
The large screenshot show the volumetric lightning and fog with shadows cast through it.
Programming, Fredrik Mäkeläinen
Graphics, Oskar Holmstrand
More info about the project, executable, video etc, can be found at http://www.oskarholmstrand.com/sod
It currently only runs on nVidia 6x00 cards beacuse of ps 3.0 and depth texture requirements.