Performance Analysis: Lethal Company achieves high FPS by rendering at lower resolutions than native (860x520).
Rendering Techniques
Forward vs. Deferred Rendering
Forward Rendering: Lighting and coloring calculations are immediate.
Deferred Rendering: Information written to the g-buffer for post-processing lighting calculations.
Frame Analysis
Shadow Mapping and Volumetric Lighting: HDRP Shadow calculations are extensive (~8,000 API calls).
Render Order: Objects are drawn in view with inverted coordinates (flipped for viewing).
Deferred Lighting Pass: Corrects colors and adds volumetric fog for realism.
Post Processing: Stylization is applied after realistic rendering (posterization, edge detection).
Proprietary Shader Analysis
Posterization and Edge Detection
Posterization: Likely applied to volumetric lighting data, not color data.
Edge Detection: Multiple detections including color luminance and depth contrast.
Depth of Field
Helmet Visor Blurring: Uses Unity’s depth of field shader normally responsible for realistic camera focus.
Final Pass - Uber Post
Combination of Effects: Lens distortion, chromatic aberration, bloom, vignetting, color grading, post exposure, and gamma correction in one shader.
Effects Used by Lethal Company: Bloom, post-exposure adjustments, possible color grading for saturation.
Summary and Conclusion
Rendering Pipeline Recap:
Scene drawn realistically.
Atmospheric effects composited.
Custom shaders for posterization and edge detection applied.
Depth of field for visor blurriness.
Final visual tweaks (bloom, color corrections).
Upscaling for pixelated effect.
Key Takeaway: Lethal Company combines realistic rendering techniques with custom stylization, demonstrating that complex effects can yield unique visuals without proprietary technology.
Closing Remarks
Inspiration for indie developers to use available tools creatively for unique game visuals.