Let's check out the URP Sample that Unity is providing now. I've found some interesting stuff that I'd like to share, which might com in handy for future projects. Since, some of the shaders are really cool.
Terminal
The project it's really interesting and involves various scenes, each with its own characteristics. Some scenes are more captivating or complex than others. Let's begin with the initial scene, the "Terminal". This scene serves as a hub, connecting to any other existing scene in the project by loading them additively at the start of the game.
This hub is divided in three parts, let's explore the first one, a japanese temple called "Garden".
When whe enter any of these sections, we can observe a 'pixelization' shader effect that displays a preview of the environment we're about to enter.
This is the moment when the scene geometry is activated on the background.
Furthermore, the displays have an effect similar to 'Portal' on them.
And they have a LCD-like effect when we get too close.
When we approach the pedestal at the center on the room, we are teleported to the 'Garden' environment. The teleport effect is really seamless, convincingly selling the experience.
Let's see what happens on the editor.
We can observe that it's a simple change of the player's position. Not only does the geometry pixelate, but the skyboox as well, revealing it's new texture.
Garden
In this scene, we can spot some cool details, such as the shadow cast by the lantern.
How this effect was achieved? The lantern's geometry has nothing to do with the shadow being cast, but by a texture, placed on the "Cookie" slot of the light component.
The majority of the vegetation moves...
Even the big tree, located on the center of the scene.
We can observe some really nice decal effects too.
For non-accessible structures, a shader effect has been applied to the walls, adding more life to the scene.
Let's look how it works on the editor, it's just a mesh in front of the original, with the shader applied to it.
Many elements were used to make this scene beautiful, and it shows.
Now, let's leave and take a look at the 'Desert' scene.
Desert
In the desert scene, there isn't as much to see as in the garden scene, but we can still observe some interesting details.
The environment is really beautiful.
Let's have a out-of-bounds view.
Let's start by looking at this neat footprints decal.
The place is windy too, just like in the garden.
And has a nice water shader...
Another interesting aspect is the post-processing volume inside the tent. As seen in many other games, when we enter a dark place, it brightens up, and vice versa.
We can see in the editor the trigger volume.
Well, that's it for the desert scene.
Spaceship
We have one more scene, the 'Spaceship' scene. However, in this scene, the player has no control and just observes the environment. The only noteworthy element is the 'toon' shaders; they look really nice.
And the teleport effect is not seamless like the other scenes.
That's it.
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