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Alto's Adventure instal the new version for apple
Alto's Adventure instal the new version for apple










They don't really "emit" light in the traditional sense, but I am layering up a few tricks to hopefully give that illusion. This was probably one of the more challenging aspect, so I'll save it for another time! Finally, shadows are added to key objects in the scene by "projecting" their vertices down onto the terrain surface and masking them against the terrain using the stencil buffer. Some of the 3D objects in the scene (mainly buildings) use a toon style ramp shader that reacts to a global directional light, helping to add a little more depth.Ĥ. It also optionally blends in a "rainbow" texture during periods of light rain.ģ. The shader uses additive blending as part of the "overlay" render queue so it's always rendered on top of all other geometry. The "sun flare" is a large textured plane, centred over the sun and tinted with vertex colours. I found this to be a nice cheap, textureless way of creating a large radial gradient without any nasty compression artefactsĢ. It's made from a circular, vertex coloured mesh (alpha = 0 around the outside edge). It's used to subtly pick out the mountain silhouette during the day and create that warm glow on the horizon just before and after sunset. The "sun glow" is a radial gradient placed behind the sun and landscape. Hopefully this is pretty self explanatory, though I will mention a few things:ġ.

Alto

I've tried to break things down with the following gif: As you mention, the flare is a key part of it.

Alto

Click to expand.They don't really "emit" light in the traditional sense, but I am layering up a few tricks to hopefully give that illusion.












Alto's Adventure instal the new version for apple