Hello!
I’m working on a visual effect whereby the entire world is a monotone red and objects are distinguished by their brightness/value (image 1). I originally achieved this effect by putting the opacity of a material at 2.9f, whereby naturally it’s supposed to cap out at 1f (Honestly have no clue why this even worked). Doing it that way made it pretty unstable though, so I’m trying to recreate the effect with a shader graph (image 2 + 3). I’m not all too experienced with anything shader related so I have no clue how to make the shader look more like image 1 rather then my current state of image 2. I should also mention that the shader material is appended to a sphere I invert around the player, so it isn’t a full screen effect.
Any help would be appreciated and just ask if I need to clarify on something!
Overall it looks like you mostly have the right idea. Really it just seems that the second version you are lerping from pure black to a low-intensity pure red whereas the original image appears to be lerping from the base red to something slightly brighter.
Perhaps start with the base red you want, extract the brightness from the screen pixel, and then add that to the red with some kind of lerp if needed for a bit of value compression.
If you really wanted to get fancy with it, you could even try to extract data from the depth buffer and use that in the mix to help closer objects appear more distinct than further ones.
As for the sphere thing - don’t worry about it. That’s basically what most post-processor effects do anyway. Except they tend to use a quad that covers the whole screen.
would it not be a case of turn it greyscale, and then drop blue and green?
Quite possible? Personally, it’s one of those things I would just try a bunch of stuff until I see something I like.
Thank you both very much for answering!
I took elements from both the solutions you guys offered and eventually I was able to recreate the effect near perfectly with the fog node. Posting my current shader graph here + a picture of the results for if someone in the future might need it. And again thanks so much for the help!