Tuesday, May 5, 2020

FMP: Week 18 Tuesday

On Tuesday, I started working on a rimlight shader or the characters using material functions following this tutorial:

I wanted a fine rimlight on the edge of my character models, similar to that seen in Breath of the Wild here:

So I started with the material functions as so:

Getting the offset pixels
Getting the neighbouring UVs
Extracting the custom depth and setting max line width
Function that combines inputs into one map
Final MF that uses all previous MFs to create a rim light mask
Final post processing material section multiplying directional light intensity with the rim light mask
(bottom node is the alpha lerping the top node and the rest of the scene colours together).
Custom depth mask
The rest of the shader
Resulting rimlight! :D

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