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Is it potential, in Unity, to regulate submit processing results per-pixel with a render texture?


My sport’s protagonist is after a selected useful resource on the map, its focus saved in a discipline on the CPU-side, and I want to present a refined trace as to the place it’s so that the participant can “sniff” it out.

To make clear what I imply by “discipline”, I imply it within the physics sense—like an electromagnetic discipline. For every coordinate, there is a worth related to it. It might be comparatively straightforward to make it a render cross.

Publish processing can be my go-to if this had been a video or animation. My technique can be to make use of a render cross to detect the focus at that distance (or the gathered focus, like a mist layer), after which use it to, say, improve colour saturation or barely shift the hue. Areas with this useful resource ought to visually scream on the participant, it doesn’t matter what’s current there.

Unity’s submit processing results are great, and this is perhaps principally taken care of for me. I figured I may write that digicam cross to a render texture, after which use the render texture’s worth to find out how a lot the saturation is modified for that pixel; however I am not seeing any option to tie a management, on an override in a post-processing Quantity Profile, to the worth of a pixel in a render texture. It is in all probability doable, however I have not figured it out but.

Is there an easy, or a minimum of dependable, means to do that? That’s, can I tie a submit processing discipline to the worth of a render texture?

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