Self Study 5


This week I worked with shaders and baked lighting.

First, I added some baked lights to my chase game:


This was pretty time-consuming thanks to the size of the terrain, for which I eventually disable light mapping to save rendering time.


I didn't have time to play with shadergraph, but I did write an image effect shader for my game prototype:


To accentuate the player's speed, while keeping with the general sci-fi theme, I've used displaced blocks of pixels as simulated video compression artifacts, like a subtle, very GPU-light approximation of a datamoshing effect. With a bit more time, I'd like to have these pixel blocks move outwards rather than flashing randomly, but I won't be making more than a preliminary version of this shader until I've had a round of criticism from my teammates.

One other note is that the pixel blocks are actually much larger than is realistic for normal video compression, but the effect doesn't look as good with smaller blocks.


Speaking of compression artifacts, the posterized look on these gifs isn't half bad... could make for a good next shader.

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