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I've been asked about how some of the effects in A Short Hike were achieved, and I thought I'd share some resources in this thread! It is #unitytips day after all :)
Firstly, I wouldn't have been able to make the terrain without triplanar mapping. It uses the normal of the terrain to decide which texture gets shown. Super useful for automatically texturing these cliffs! Here's an example of how to implement it: github.com/keijiro/Standa…
I modified the terrain shader to only show the splatmap channel with the highest value. That lets me get super sharp edges with the normal unity terrain tools. #gamedev #unity3d
Here's the code that finds the strongest splatmap channel:
The pixellated look is achieved by rendering the world to a low-res RenderTexture. I learned the technique from this package by @rogueNoodle roguenoodle.itch.io/gbcamera-for-u… #gamedev
The water turns to a solid foamy colour when it touches the shore. This is done by comparing the distance between the transparent water pixel to the terrain behind it using the depth buffer. I learned how to do this by following this tutorial:
Anyway, I hope that answers some questions for the other devs out there :)
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