Friday, August 19, 2022
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shaders – Change setting saturation based mostly on publicity to “mild supply” – Unity


I’m making an attempt to make a recreation the place specific “mild sources” carry shade to an in any other case gray world. I’m extraordinarily new to the world of customized graphics processing. I assume it’s going to require a customized shader of some description however do not know go about including variables to shaders which could be learn at runtime.

Just about pull the saturation out of every part except its hit by one thing which behaves very similar to mild does (objects block it from hitting issues behind it; there’s a gradient of distance vs depth; some type of single bounce can be good however perceive that’s computationally costly.) Truthfully can be wonderful with it being a normal mild supply which will get detected. If that floor/pixel hit by that mild supply, do not mess with the saturation.

You will get fairly near what I would like with post-processing and a luminosity-saturation curve however then it will get affected by different mild sources.

Utilizing the URP in the intervening time, but when that has to alter, then so be it. All the video games’ really feel revolves round this.

Many thanks upfront if anybody can level me in the best path, and even within the path of some good tutorial materials. Unity’s docs with regard to graphics are all over and never significantly useful to those that are new.

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