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This seems tricky, but luckily we have a very cartoon-y art style, so at the end of the day we only care that it looks plausible enough. In this case, I wanted to try and bake dynamic lighting data offline somehow. In general, when I am trying to fake expensive shader computations, I try to consider all the ways I can bake intermediate data into things like textures or vertex attributes. Since we target some ancient mobile hardware, we wouldn’t be able to use high-end PBR art rendering techniques, but they still needed to look realistic on low end devices. The use of metals and glossy materials needed an updated shader in order to make them pop within the park. From the art team’s perspective, it was a major deviation from the cartoony and vibrant look we had been using for many of the other Disney properties, so we knew we would have to face some challenges getting it into the game. At one point when working on the Disney Magic Kingdoms project we got the go ahead to implement Star Wars characters and content into the game.
