Jonas Kærlev

Director at Gears for Breakfast, developing A Hat in Time

A Hat in Time's Website

Contact: jonas (at)



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.