Tech Art on MR Game Shattered | Rohin Knight | NZGDDC 2025

Tech Art on MR Game Shattered | Rohin Knight | NZGDDC 2025

🎙 Rohin Knight 👥 1K 📅 October 9, 2025 ⏱ 24 min 👁 36 📄 tutorial 🧭 2026-08-16
Available in: English (current) Français

Keywords

LUTlightmapstencilVATshader graph

Summary

In this talk from NZGDDC 2025, Rohin Knight, a technical artist with over 10 years of experience, presents a breakdown of the tech art techniques used in Shattered, a mixed reality escape room thriller for Meta Quest 3. The talk covers several key areas: custom dynamic lighting, room extensions using stencil masking, mirror cracks, glass shatter effects, and shader plumbing. For lighting, the team avoided Unity’s dynamic lights and instead used LUT blending, lightmap and light probe switching, and custom lighting code for the torch. Room extensions are implemented using stencil masking to control visibility. Mirror cracks are achieved using vertex color-based reveal, with a flood fill algorithm in Blender. Glass shatter effects use vertex animation textures (VAT) baked from Houdini simulations, with a smooth step and loop solution to handle varying window heights. The talk also discusses the challenges of extending Unity’s Shader Graph and the eventual switch to Amplify Shader Editor. The presentation concludes with a Q&A session where the speaker answers questions about volumetric lighting and the use of DPM materials.

174 words

Critical Evaluation

Value of the Information & Strength of the Argument

The talk provides valuable, practical insights into solving real-world technical challenges in mixed reality development. The speaker explains each technique with clear reasoning and implementation details, often showing early prototypes and discussing the pros and cons of different approaches. The argumentation is solid, as the speaker justifies decisions based on performance requirements (72 FPS) and player experience. The inclusion of scrapped prototypes and lessons learned adds depth and credibility. The talk is well-structured and easy to follow, making it a useful resource for technical artists and developers working on similar projects.

Scientific Rigor, Source Quality, Title Accuracy

The talk demonstrates a high level of technical rigor, with the speaker providing specific details about shader code, texture formats, and workflow. The speaker references the Learn OpenGL website for the spotlight technique and mentions using Bakery GPU lightmapper. However, the talk lacks formal citations or references to academic papers or official documentation. The title accurately reflects the content, and the talk is well-organized. The speaker’s experience and the practical nature of the content enhance its credibility.

183 words

Title / Content Match

The title accurately reflects the content: a technical art presentation on the mixed reality game Shattered.

Quality & Reliability

8/10

The talk is a first-hand technical breakdown by an experienced technical artist, providing specific implementation details and acknowledging limitations. The content is practical and grounded in real project experience, with no apparent misinformation. However, it lacks formal citations and is based on anecdotal evidence.

Key Moments

Cited Sources

  • Learn OpenGL - Light casters — Referenced as the basis for the custom spotlight technique used for the torch.
  • Bakery GPU Lightmapper — Mentioned as the GPU lightmapper used to fix baking artifacts.
  • Unity Universal Shader Graph Extensions by Zealist — Used to inject custom code into Shader Graph shaders.

Concurring Sources

Contribution & Novelties

The talk provides a comprehensive, practical overview of tech art techniques specifically for mixed reality games on the Meta Quest 3. It offers unique insights into performance optimization (72 FPS target) and the creative use of LUT blending, lightmap switching, and stencil masking. The discussion of vertex animation textures (VAT) and the solution for handling varying object heights is particularly valuable. The talk also highlights the limitations of Unity’s Shader Graph and the benefits of switching to Amplify Shader Editor, which is a common but rarely discussed workflow.

Pour aller plus loin :

  • Vertex Animation Textures — Overview of VAT technique used for baked animations.
  • Stencil buffer — Explanation of stencil masking, a core technique used in the talk.
  • Lookup table (LUT) — Background on LUTs used for color grading and dynamic lighting.
  • Unity Shader Graph — Official documentation for Shader Graph, relevant to the shader plumbing discussion.

148 words

Radar Profile

The radar profile shows high scores across all dimensions, indicating a well-rounded and informative talk. The high technical level and quality of information are balanced by a moderate quantity of information, reflecting the focused scope of the presentation.

Reliability 8/10

💬 No comments were provided for analysis.