Custom Post Process
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Bespoke Post Process
Fully custom post process shader with a large range of customisable variables
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Distance Based Effects
Combinations of Fog, Outlines and Coloured Patches
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Optimised for Games
Optimised and efficient to run
This Custom Post Process Shader is the result of many techniques and effects merged into one bespoke shader, displayed using a Demo Map called ‘Dreamscape’
Paint Effect
This Paint effect lays the foundation for the post processing look. It uses a distortion of the UV’s to create this wispy painterly look which when combined with a series of noises and lights, can have a really interesting effect
Specular
Creating Specular Highlights really brought the shader to life. With tonnes of control such as shape, density and threshold values, it allowed for a very unique set of ways to show specular values – all influenced by the direction and intensity of the sun!
Quantization
Quantization was a technique that added a lot of personality to the shader. It allowed different ‘levels’ of shade and colour, creating visually distinct and unique appearances.
Stencils
Once the Paint, Specular and Quantized looks were applied to the shader, I introduced the use of stencils. These allowed the same shader to be applied yet as an instance of the base shader. This meant that I could have many variations of the same post process shader but for different occasions. For example, Index 1 could be used for the environment, Index 2 for a Player Character, Index 3 for an Enemy. This meant if the Shader were to be applied anywhere, each stencil would have its own unique shader applied, however all contained within one post process shader, optimising on performance.
Building on the Post Process Shader, I integrated a dynamic fog effect that takes the visuals to a whole new level. Within the fog, I applied a mask that activates an outline shader on any object immersed in it, creating striking visuals that distinctly separate foreground elements from the background environment. This layering effect not only enhances depth perception but also adds a unique, atmospheric quality that draws the player’s attention to objects in the fog, elevating both aesthetics and immersion
Fog Outlines
Fog Colour Patches
The final step I wanted to take this shader was building from the fog and outline effect. Similar in the way slime rancher produces patches of colour, I wanted to create this in the fog. Using this, I was able to manipulate the height in which the colours were projected, allowing for a linear progression of certain colours the higher up you are. This was driven by a Colour Curve in which this example is highly exaggerated but shows how the combination of fog colour, sharp black outlines and colourful patches can help illuminate the background of a scene.