Pastel shader

Hi! I have seen this amazing tree-gen engine on gamedev: Planta, realtime realistic plant rendering - Old Archive - GameDev.net

… and I was simply amazed by the “pastel” shader effect on the scene. As I am a complete noob in shader writing I was wondering what whould it take to write such a shader in unity?

It’s not exactly clear what are they doing there, but I guess it’s some sort of color remapping (i.e. what ColorCorrection image effect in Unity does) plus some sort of posterization or merging of neighboring pixels. Both can be quite easy in Shaderlab, but require Unity Pro (render textures). Not sure if they’d look good in motion though.

I was doing some attempts at non photorealistic rendering a couple of years ago, and the biggest problems with any effects that operate in image space is that you get a very visible “shower door” impression when the scene or camera is moving.

Very interesting shots on your site. I guess if I require Unity Pro I am already out of the game.

Mmmm… looks very interesting!

Richard

Imagine a game created with that kind of graphics :shock:

Don’t forget that you can often replace a custom colorisation shader (such as the greyscale or sepia effects in Pro) by simply using textures which are the right colour in the first place!

So, if you want a muted colour palette and a hand-drawn effect, maybe you should make custom textures for this purpose. You could also flatten out the lighting a bit (more ambient, less specular) to soften the image.