This is a simple level done with FPS Maker, my custom FPS game engine. It showcases the features in the current version of the engine. Download link at the end of this post.
A simple shader to make a night vision effect. Features - Screen colorization - Vignette effect - Noise - Scene diffuse (unlit) and scene color (lit) buffer are blended, allow to see in the complete dark while still having luminance difference on pixel affected by lights - Option to have pixels with high luminance tending toward white Screenshots Without effect With effect With/ Without (drag the cursor) Video Source Code [+] Shader Shader "Post Process/Shader_NightVision" { Properties { _MainTex ("Texture", 2D) = "white" {} _ColorTint("Color Tint", Color) = (1, 1, 1, 1) _VignetteRadius("Vignette Radius", Range(0, 2)) = 0.25 _VignetteSmoothness("Vignette Smoothness", Range(0, 2)) = 0.25 _LightSensitivity("Light Sensitivity", Range(1, 100)) = 1 _LightWhiteTreshold("Light White Treshold", Range(0, 1)) = 0.5 _LightWhitePower(...
I wrote a simple shader for Unity to make a stylized fog like Fire Watch's fog. The idea is to get a pixel on the texture depending on the pixel depth, if the fog is near, a pixel on the left on the texture uv will be picked, if the fog is far, a pixel on the right on the texture uv will be picked. Features Choose between a linear fog and an exponential fog Choose between a simple color or a texture Screenshots Video Source Code Image Effect Version (Unity 2017 and older if not using Stack) [+] Shader Shader "Hidden/Shader_StylizedFog" { Properties { _MainTex("Texture", 2D) = "white" {} _FogColor("Fog Color", Color) = (1, 1, 1, 1) _UseStylizedFogTexture("Use Stylized Fog Texture", Int) = 0 _StylizedFogTexture("Stylized Fog Texture", 2D) = "white" {} _FogMinDistance("Fog Min Distance", Float) = 0 _FogMaxDistance("Fog Max Distance",...
Today, I'll show you a good exercise I made to manipulate quaternions. In extra you got a 3C structure for a flight game. I chose to make a flight behavior because of rotation complexity. Today we always use physics to drive vehicles in video games, but this exercise is focused on quaternions manipulations, so all the behavior is driven by quaternions. Main Features: - Smooth TPS camera - Camera switch (FPS / TPS) - Auto replace character rotation: 3 different ways to smoothly reset character rotation (All Axis, Per Axis, None) Video Controls: - Z/S: pitch - Q/D: roll - Shift: boost - Left click / Right click: dodge left / right (lateral movement with roll as in some Star Wars video games) Download: - Download Windows standalone - Download Unity project
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