Here's a shot of the cube:
I was hoping for a bit more opacity on the bottom of the sides, but I figured it wasn't a valuable use of time getting too nitpicky on this right now.
For reference, here's the material:
Basic rundown is that I take a gradient texture and rotate it for times, once for each side. I then pow each one to compress the gradient, subtract away anything that doesn't meet a threshold, clamp for good measure, then add them together. I then multiple that by a glow color and value to get a nice emissive brightness.
For opacity, I take the world position of the pixel, subtract away the object's position to get a local position (is there a native function for that? I couldn't find one...). I then normalize the values, mask to get just the Z, and multiply it by a negative number to cause the white to be down. Multiply by a scalar parameter and feed that into opacity.
One thing I'm having trouble with is the glow is flickering as the camera moves. I suspect there's a post process effect causing this. I had some flickering with my selection circle due to temporal anti-aliasing being on. It's set to FXAA now, and even though I went through and tried to disable a bunch of settings, I still have it. Turning off all post processing fixes it, but then I lose my glow as well.
I'll look into this further later. For now, I want to get movement, targeting, and tiles working.
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