woensdag 27 januari 2016

Runed Platform Shader

The level I was going to create was the environment for my character creation scene. In the middle of the screen would be a platform where the customisable character stood/floated on.

For the shader project I choose to make a shader that could control the runes on the platform. In the material properties of the platform the texture could be changed, the rune pattern, the rune colors and the strength of the rune glow.

The platform had its own texture. In this texture the "off" rune pattern was already painted. So when the pattern wasn't disabled in the shader you could still see where they belonged.

The pattern was done by adding a Alpha Map or a black and white image to the Emission input of the shader. A Multiply would combine the color, pattern and intensity of the runes before sending it to Emission.

The red channel of the Alpha image (or green or blue) told the Multiply to only change the area where there was "red" information (white is a combination of all colors maxed out while black holds no color information)

The color Input told Multiply which color the pattern should have.

The Glow Strenght slider held the numbers 0 to 4. 0 would turn the Emission "off" while 4 increased the brightness of the color.


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