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37
1 year ago

Ukiyoe style experiment...


Some time ago I started playing with the idea of creating a game in the Japanese ukiyoe style. This is a rough prototype of some of the rendering techniques, but I think it's coming along pretty well!

The aspects of the style I've focused on mimicking so far are:

-Outlines

Just simple hull outlines for now. Using a renderer feature and shader graph to apply this to all objects on a certain layer, so I don't have to worry about making each one manually.

-Paper texture

A screenspace texture applied in a shader graph to all of the elements onscreen through various methods including sub graphs and fullscreen renderer features.

-Color gradients

Using a shader graph to create height-based color gradients for the terrain and a screen space gradient for the skybox.

-Lens Angle

A very tight camera lens angle is used to mimic the lack of perspective in most early ukiyoe.

Next, I'll start working on a new level composition to embrace the 'floating world' aspect of ukiyoe!



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