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patrick

Developing a thermography shader #3

By | Development, Heart of Scrap | No Comments

Hello again, it’s a meeeee Thermo-Man 😛

I made a mistake! I assumed, the shader creation would be easy, that i just have to calculate the distance from a BattleBlock center to its extends and map a nice color onto it. And boy, it was easy and fast. But then i realised, that this will work only for more or less cubic blocks. But what’s with the other blocks? Like laserguns with their 3×1 layout? My shader didn’t really handle that very well…

mistake

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Developing a thermography shader #2

By | Development, Heart of Scrap | No Comments

Hello again!

This time i’m diving deeper into the heatmap look development. To be able to easily distinguish your Battleconstruct form the background, i decided to go with 2 seperate shaders. One heightmap based for the level and one distance based for the BattleBlocks. Just made a quick photoshop mockup of how the viewmode would look inside the game:

heatmap_ps

In the upper left corner you can see the new viewmode toggle button to switch between different modes (eg. normal, heat, energy, hull integrity).

Next will be the shader creation in unity. Stay tuned 🙂

Cheers,

Patrick

Developing a thermography shader #1

By | Development, Heart of Scrap | No Comments

Hey there,

my name is Patrick. I’m one of the artists here @ chasing carrots an currently i’m working on a thermography shader for HoS (Heart of Scrap). The idea behind this is, to give the player a quick and familiar overview over the heat-distribution of his BattleConstruct.

I’m aiming for something like this:

My first idea would be a distance based shader. The further away a pixel is from the center of an object, the darker it will be rendered. Then i map some nice colors over this gradient. Voila: Not that bad for the first shot:

heat_firsttry

Next steps will be: Develop this look further in the context of the game (with UI, environment and everything), then creating a realtime shader which can reproduce the look in an acceptable render speed.

Stay tuned…