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|Session Name:||Lighting and Materials in Forza Motorsport 5|
|Company Name(s):||Turn 10, Microsoft|
|Track / Format:||Programming|
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|Overview:||For Forza Motorsport 5, the transition to the Xbox One brought with it a whole new lighting, material and shader engine. This new engine often had conflicting goals, such as empowering artists without allowing them to hang themselves, providing flexibility to support many different types of materials while ensuring consistency across a huge amount of content, and being performant on new hardware while still meeting Forza's very high visual bar. Using many visual examples, this talk will cover our overall approach to material and shader creation, the basic design of the engine and the pipeline, the core of our lighting equations, and what we learned along the way.|