Sa-woop, sa-woop!

Now where was I?

Since the last update, I’ve figured out quite a lot about Unity, and a little about myself. As you can see from the above screenshot, I figured out how to configure a particle system (and make the color space shader more versatile), I’ve stubbed out the HUD, and I’ve gone additive. As in additive blending– I’m rendering the scene as if everything is a light source, and nothing can block light or cast a shadow… you know, like my other project… come to think of it…

And thus I realized how much of my work shares a common theme. Continue reading

Meshes and Materials in Unity


Happy October!

Feast your eyes– It’s Run the Gamut‘s first publicized in-engine screenshot! There’s not much to see just yet, but let’s focus on what is onscreen— there’s some sort of rainbow cube in the background, and what looks like a glowing shoelace in the foreground. That would be the chromatafoil– it’s currently scripted to draw the ribbon in a ring, but before long it’ll flow behind the camera all fancy-like. It has an outline to help provide a depth cue, plus it looks cool.

Every color in the scene is the output of a function that takes each pixel’s world-space position as input. The cube is a stand-in for other color cues that I haven’t iterated on yet.

I’ve learned a lot about materials and meshes in Unity this past week. I come from an OpenGL ES 2.0 background, and there are many differences. Continue reading