Godot Engine
phillippi2 10 ENE 2019 a las 11:43
Tying scene location to color curve.
Is it possible to tie a color curve to a scene's current location in real-time? I am working on a game in which the player dives under water, similiar to how its' done in Subnautica and Far Sky. A substancial amount of time, most geometry will be out of drawing distance. Because of this, I need the background color to be procedural and change based on color fall-off paterns and player/scene location. If this is not possible, how might I acheive a similiar effect?
Última edición por phillippi2; 10 ENE 2019 a las 14:40
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Abyssus_j 26 ENE 2019 a las 17:53 
Not sure what you mean, can you screenshot a few examples of the outcome you're trying to create?
phillippi2 27 ENE 2019 a las 2:01 
I can't get screenshots for a little bit. Even if I could, I don't know how I would illustrate this.

Basically, I'm looking to simulate color falloff in water. The deeper the camera or object is, the darker the environment or that object appears to be. Towards the surface of water, you get the full color spectrum (red, green and blue light). The deeper you go, the less red light there will be This falloff is followed by green light, and is why objects deep in the water appear blue. Eventually blue light fades out too, making everything black.

How would I simulate this light falloff in Godot engine?
phillippi2 27 ENE 2019 a las 11:37 
I've been trying to upload a screenshot. However, Steam gives me a page, saying: error code: -6, and nothing else.

However, I thought of a rephrase of what I'm trying to do: I'm looking to have the players location modify the curve values in the procedural sky inspector. The further down you go, higher the "curve" in the ground menu gets. And, the opposite for the higher up you go. How can this be done?
ZombieHunter 8 FEB 2019 a las 16:06 
You could bring in the far plane set the fog to be much closer to the camera and then get denser as it approaches the far plane. You can also use a line texture and then modulate with your existing rendering to shade the entire scene like you are underwater. The texture would move from white to blue to extremely dark blue. The u on the texture is 0.0 and the v is depth / MaxDepth so it will range from 0.0f to 1.0f.
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Publicado el: 10 ENE 2019 a las 11:43
Mensajes: 4