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The Maze Where The Minotaur Lives
4 years ago

Been experimenting with post-processing effects in SRP, adding an outline and a painterly depth of field effect. There's also a new HUD to keep track of items picked up and how many lives you have left!


All the new effects use a Depth Normal buffer which I had to code into SRP in an attempt to learn more about how it works in Unity.

I also messed around with the pixelate effect in combination with the new effects. It's... interesting.

tmwtml_pixelated_outline.jpg

I didn't get a chance to write up about this week's experimentation. Depth buffers are surprisingly arbitrary, so it took a lot longer to figure out, leaving me with not much time this week to write.

But if you're interested, you can visit my blog where you can see all previous posts about The Maze Where The Minotaur Lives' development.
https://verythieflike.com/category/projects/the-maze-where-the-minotaur-lives/

And don't forget to follow the game if you want to see more updates.



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