So, I was watching this awesome GDC talk by Matt Nava, where he explained the challenges Giant Squid had to overcome when creating their beautiful game Abzú. What really caught my attention was the use of portal cards in the most variable ways. Here is how I created portal cards for my game in Unity.
Very nice shader. I played around with it and it seems to be working fine in forward rendering mode even without code. Maybe because Unity updated something. One thing you might want to add is ability to work with textures, and maybe a “fade in” distance where it starts out completely invisible until getting to a certain distance where starts to fade in.
I actually designed this shader to work specifically with my game, and funny enough, I ended up needing to add an extra texture field for some situations. haha.
What I posted here is just the backbone of the shader, so you don’t have to reinvent the wheel, and it was a nice practice for someone who is just now learning how to create shaders. Again, you guys can mess around with it as much as you like, no questions asked.
this is brilliant! Did not want to try to make this myself, would have been a mess.
Thanks!
Edit: just checked if usable in HDRP and it seems not. Can someone point me in the right direction regarding conversion? I have not had much success finding anything specifically.
Thanks
Sorry, D-Coy, I don’t think I can help you there. I’m just scratching the surface of shader programming here, and HDRP is a topic way beyond my skill right now. If I manage to somehow make it work with HDRP, I’ll gladly post the updated shader here.
Thanks for the reply. Yeah, a bit of a ‘can of worms’ question. I think Ill deal with is once HDRP is a little more solid and better documented. Cheers!