Symbiosis DevDiary #5

The start of Symbiosis’s fifth week of development mark the end of my modelling tasks. After the light-mapping we decided upon not working any further with making new assets, but instead building the game with those we already had. This made me available for other tasks, which mainly consisted of creating shaders.

Shaders

Even though I bought the Unity plug-in Shader Forge a while back I have never worked with shaders before. What we knew we needed for the game at the beginning of the week was something to make the water look more appealing and something to replaced the depth of field since it did not agree with how we used the camera.

There weren’t much problem with the blur effect we wanted. I found a tutorial where you used a plane that sampled the pixels behind it to later offset them in multiple directions. We later learned though that this method was meant to be used in windows and etc. Using it for the entire background caused a massive FPS drop and we, unfortunately, had to scrap it. At the moment, we use the built in global fog in unity instead.

There were definitely more problems with the water shader. The problems started as early as the very first node. The tutorial used the node Depth Blend which needed a custom script for the camera to work. Unfortunately is did not work for me, at all. Not even Google could help me. This set-back, of course, meant that we scrapped this shader too.

screenshot

A screenshot showing the global fog

About Ellen Mellåker

2014  Graphics