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I’m making an attempt to make a recreation the place explicit “mild sources” deliver coloration to an in any other case gray world. I’m extraordinarily new to the world of customized graphics processing. I assume it should require a customized shader of some description however do not know tips on how to go about including variables to shaders which might be learn at runtime.
Pretty a lot 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 kind of single bounce can be good however perceive that’s computationally costly.) Honestly can be superb 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 can get fairly near what I need with post-processing and a luminosity-saturation curve however then it will get affected by different mild sources.
Using the URP in the intervening time, but when that has to vary, then so be it. The complete video games’ really feel revolves round this.
Many thanks prematurely if anybody can level me in the best route, and even within the route of some good tutorial materials. Unity’s docs with regard to graphics are all over and never notably useful to those that are new.
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