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(3 edits) (+1)

Yep! Mostly going to be Amplify Shader Editor speech influenced by late night sleepyness. I used Lambert lighting with two gradients as colorramps. One to be used as a mask and the other for actual lighting fall off. The darkness of the shadows is adjusted globally with a float used in a remap. A crosshatch texture is color burned using a blend operation. Probably a bit unoptimized, but I do the blend operation both for directional lights and additional lights and then add them together which adds this subtle crosshatching even on lit surfaces.

If I added additional lights and directional light together and then did the blend operation, the result would be more accurate and faster to how lights work, but I would lose that subtle crosshatching on lit surfaces. So I chose style over probably a miniscule performance hit.

Crosshatching texture is applied using stochastic triplanar mapping which produces consistent results regardless of object size and UV

Edit: will check out your games tomorrow, all of em look good :D
(+1)

Huh, that's pretty cool :D Final result is great !


Hey, thanks, I'll make sure to check yours ! :)

(2 edits)

Don't got much games on my own account and my previous game jam game with this team was Apocalypse Planner, which is a bit of a janky mess that we were supposed to update months ago but never got around to. Otherwise we are mainly developing a rougelike VR game.