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February 18th: Post Processing Materials

This week I worked a lot on post-processing materials for Techno Towers. I got some nice edge detection working, and a cel shader set up. This was a totally new process for me and I learned an incredible amount by following several tutorials and creating custom post-process materials. Find Techno Towers, my current project here: https://hexrin.itch.io/techno-towers

Final Shader with comic dots and edge detection.

Final Shader with comic dots and edge detection.

Full Shader Nodes

Full Shader Nodes

I started this shader with edge detection using a kernel based on the scene depth and normal information.

I started this shader with edge detection using a kernel based on the scene depth and normal information.

This is the basics of my edge detection code, there are 4 more instances of this, each to focus on a different part of the scene.

This is the basics of my edge detection code, there are 4 more instances of this, each to focus on a different part of the scene.

This cel shader was the other major part of my code. It is a simple cel shader, which  I used as a mask for the comic dot pattern.

This cel shader was the other major part of my code. It is a simple cel shader, which I used as a mask for the comic dot pattern.

The comic dot pattern was another challenge. I struggled first with getting the pattern to repeat across the screen, then I tried several methods of projecting it onto the world. I attempted planar and tri-planar projection and ended up using screen space

The comic dot pattern was another challenge. I struggled first with getting the pattern to repeat across the screen, then I tried several methods of projecting it onto the world. I attempted planar and tri-planar projection and ended up using screen space

The shader in-game.

The shader in-game.