Contact: jonas (at) gearsforbreakfast.com
Local Box-Projected CubeMaps to fake interiors
Implementation taking inspiration in Parallax Corrected CubeMaps from Siggraph 2012. Implemented in C++ and HLSL for A Hat in Time. Very cheap implementation compared to realtime scene capturing.
Multi-channel textures and texture look-up tables (LUT)
Used in A Hat in Time for dynamic and instanced shaders.