FGTE6003: Final Major Project - Timeleap Help

Shader Development

Throughout my project, I experimented slightly with shaders. I have no prior knowledge / experience using Unity's built-in shader graph feature, so I thought that it would be a nice introduction to doing so.

Cel-Shading

Outline—Initial Testing

I was going to experiment with a cel-shaded look in my project, as a way to compensate for the low-mid poly environment and character models, and to give the scene a further sense of personality. In doing so, I created this shader:

Shader Graph Displaying the Basic Outline Shader

Which resulted in once the material being applied, looked like this:

Unity Inspector Showing a Basic Cube with Outline Applied

This initially looked pretty good, however, once being applied to more convex shapes issues would appear:

Unity Inspector Showing issues with the Outline on more Complex Meshes

Outline - Conclusion

Due to these issues and my lack of knowledge regarding Unity Shaders (both in HLSL and via Shader Graph), I scrapped this idea early on. The amount of time I would have eventually spent on this was used to further develop my mechanic concepts.

Portal

Portal—Initial Testing

I had the plan to make a portal shader, to simulate a portal appearing throughout my game scenes, as a signifier to the end of each level / scene. Following this tutorial on YouTube, I ended up making this shader via shader graph, with the result looking like this:

Shader Graph Displaying the Portal Shader

Once applying this material to a sprite renderer within my scene, the end result looked like this:

Portal—Conclusion

This shader was definitely worth learning how to make, and was a nice further introduction to Unity's Shader Graph system.

Last modified: 30 April 2024